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										229
									
								
								collisiontest.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										229
									
								
								collisiontest.p8
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,229 @@
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					pico-8 cartridge // http://www.pico-8.com
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					version 42
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					__lua__
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					bx0=0
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					by0=0
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					bx1=127
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					by1=127
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					lx0=0
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					ly0=0
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					lx1=127
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					ly1=127
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					-->8
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					function collides()
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						local tmin,tmax=0,1
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						local ldx,ldy=lx1-lx0,ly1-ly0
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						-- x
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						if ldx==0 then
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							if (lx0<bx0 or lx0>bx1) return
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						else
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					 	local tx0=(bx0-lx0)/ldx
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					 	local tx1=(bx1-lx0)/ldx
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					 	if (tx0 > tx1) tx0,tx1=tx1,tx0
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					 	if (tmin < tx0) tmin=tx0
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					 	if (tmax > tx1) tmax=tx1
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					 end
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						if ldy==0 then
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							if (ly0<by0 or ly0>by1) return
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						else
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					 	local ty0=(by0-ly0)/ldy
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					 	local ty1=(by1-ly0)/ldy
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					 	if (ty0 > ty1) ty0,ty1=ty1,ty0
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					 	if (tmin < ty0) tmin=ty0
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					 	if (tmax > ty1) tmax=ty1
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					 end 
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					 if (tmax < tmin) return
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					 return tmin,tmax
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					end
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					-->8
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					function _init()
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						poke(0x5f2d,1) -- enable mouse
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					end
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					function _bounce_screen(x)
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					 return _bounce(x*128,128)
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					end
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					function _bounce(x,mx)
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						x=x%(mx * 2)
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						if (x>=mx)return mx-(x-mx)
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						return x
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					end
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					function _to_halfopen(x0,x1)
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					 -- turn two numbers into a
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					 -- half-open integer range
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					 x0=flr(x0)
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					 x1=flr(x1)
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					 local lo=min(x0,x1)
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					 local hi=max(x0,x1)
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					 if (hi==lo) return lo,hi
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					 return lo,hi-1
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					end
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					function _update60()
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					 local t=time()/16
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						local bx0_=_bounce_screen(t*1)
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						local by0_=_bounce_screen(t*2)
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						local bx1_=_bounce_screen(t*3)
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						local by1_=_bounce_screen(t*4)
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						bx0,bx1=_to_halfopen(bx0_,bx1_)
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						by0,by1=_to_halfopen(by0_,by1_)
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						update_line()
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						--[[
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					 local lx0_=_bounce_screen(t*1.5)
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					 local ly0_=_bounce_screen(t*2.5)
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					 local lx1_=_bounce_screen(t*3.5)
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					 local ly1_=_bounce_screen(t*4.5)
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						lx0,lx1=lx0_,lx1_
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						ly0,ly1=ly0_,ly1_
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						]]--
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					end
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					was_down=false
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					last_mx,last_my=nil,nil
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					function update_line()
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					 local mx,my=stat(32),stat(33)
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					 local is_down=stat(34)!=0
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					 if is_down then
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					  if was_down then
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					   lx1,ly1=mx,my
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					  else
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					  	lx0,ly0=mx,my
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					  end
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					 end
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					 was_down=is_down
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					 last_mx,last_my=mx,my
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					end
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					-->8
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					function _draw()
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					 cls(0)
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						rect(bx0,by0,bx1,by1,6)
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						--quickzot(lx1,ly1,2,lx1-lx0,ly1-ly0,10,9,8)
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					 linefill(lx0, ly0, lx1, ly1, 2, 9)
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						line(lx0,ly0,lx1,ly1,2)
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						local cmin, cmax = collides()
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						if cmin then
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						 local dx,dy=lx1-lx0,ly1-ly0
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						 line(lx0 + dx*cmin,
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						      ly0 + dy*cmin,
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						      lx0 + dx*cmax,
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						      ly0 + dy*cmax,
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						      11)
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						 pset(lx0 + dx*cmin,
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						      ly0 + dy*cmin,
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						      12)
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						end
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						pset(last_mx,last_my,7)
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					end
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					-->8
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					function zot_one(x, y, r, ir, dx, dy, hot, warm)
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					 local x0, y0 = x-dx, y-dy
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					 local rx,ry,irx,iry=r*sgn(dx),r*sgn(dy),ir*sgn(dx),ir*sgn(dy)
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					 if warm then
 | 
				
			||||||
 | 
					  line(x0+irx,y0-ry,x+rx,y-iry,warm)
 | 
				
			||||||
 | 
					  line(x0-rx,y0+iry,x-irx,y+ry,warm)
 | 
				
			||||||
 | 
					  --line(x0-rx,y0-ry,x+rx,y+ry,warm)
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 line(x0,y0,x+rx,y-iry,hot)
 | 
				
			||||||
 | 
					 line(x0,y0,x-irx,y+ry,hot)
 | 
				
			||||||
 | 
					 --line(x0,y0,x+rx,y+ry,hot)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function zot(x,y,r,dx,dy,hot,warm,cold)
 | 
				
			||||||
 | 
					 local x0,y0,sdx,sdy=x-dx,y-dy,sgn(dx),sgn(dy)
 | 
				
			||||||
 | 
					 local rx,ry=r*sdx,r*sdy
 | 
				
			||||||
 | 
					 if cold then
 | 
				
			||||||
 | 
					  rectfill(x0-rx,y0-ry,x0+rx,y0+ry,cold)
 | 
				
			||||||
 | 
					  local sdxh,sdyh=sdx/2,sdy/2
 | 
				
			||||||
 | 
					  line(x0-rx-sdxh,y0+ry+sdyh,x-rx,y+ry,cold)
 | 
				
			||||||
 | 
					  line(x0+rx+sdxh,y0-ry-sdyh,x+rx,y-ry,cold)
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 for i=-r,r do
 | 
				
			||||||
 | 
					  line(x0+i*sdx,y0-ry,x+rx,y-i*sdy,warm)
 | 
				
			||||||
 | 
					  line(x0-rx,y0+i*sdy,x-i*sdx,y+ry,warm)
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 for i=-r,r do
 | 
				
			||||||
 | 
					  line(x0,y0,x+rx,y-i*sdy,hot)
 | 
				
			||||||
 | 
					  line(x0,y0,x-i*sdx,y+ry,hot)
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function quickzot(x,y,r,dx,dy,hot,warm,cold)
 | 
				
			||||||
 | 
					 local x0, y0, r2 = x-dx, y-dy, r/2
 | 
				
			||||||
 | 
					 rectfill(x0-0.5-r2, y0-0.5-r2, x0+r2+0.5, y0+r2+0.5, cold)
 | 
				
			||||||
 | 
					 local a = atan2(dx,dy)-0.25
 | 
				
			||||||
 | 
					 local tdx,tdy=cos(a), sin(a)
 | 
				
			||||||
 | 
					 for i=-r*0.65,r*0.65,0.65 do
 | 
				
			||||||
 | 
					  line(x0+i*tdx, y0+i*tdy, x+i*tdx, y+i*tdy, warm)
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 rectfill(x-r2,y-r2,x+r2,y+r2,hot)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- linefill x0 y0 x1 y1 r [col]
 | 
				
			||||||
 | 
					-- draw a thicc line
 | 
				
			||||||
 | 
					-- https://www.lexaloffle.com/bbs/?tid=39016
 | 
				
			||||||
 | 
					function linefill(ax,ay,bx,by,r,c)
 | 
				
			||||||
 | 
					 if(c) color(c)
 | 
				
			||||||
 | 
					 local dx,dy=bx-ax,by-ay
 | 
				
			||||||
 | 
					 -- avoid overflow
 | 
				
			||||||
 | 
					 -- credits: https://www.lexaloffle.com/bbs/?tid=28999
 | 
				
			||||||
 | 
					 local d,n = abs(dx),abs(dy)
 | 
				
			||||||
 | 
					 if (d<n) d,n=n,d
 | 
				
			||||||
 | 
					 n/=d
 | 
				
			||||||
 | 
					 d*=sqrt(n*n+1)
 | 
				
			||||||
 | 
					 if(d<0.001) return
 | 
				
			||||||
 | 
					 local ca,sa=dx/d,-dy/d
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					 -- polygon points
 | 
				
			||||||
 | 
					 local s={
 | 
				
			||||||
 | 
					  {0,-r},{d,-r},{d,r},{0,r}
 | 
				
			||||||
 | 
					 }
 | 
				
			||||||
 | 
					 local u,v,spans=s[4][1],s[4][2],{}
 | 
				
			||||||
 | 
					 local x0,y0=ax+u*ca+v*sa,ay-u*sa+v*ca
 | 
				
			||||||
 | 
					 for i=1,4 do
 | 
				
			||||||
 | 
					  local u,v=unpack(s[i])
 | 
				
			||||||
 | 
					  local x1,y1=ax+u*ca+v*sa,ay-u*sa+v*ca
 | 
				
			||||||
 | 
					  local _x1,_y1=x1,y1
 | 
				
			||||||
 | 
					  if(y0>y1) x0,y0,x1,y1=x1,y1,x0,y0
 | 
				
			||||||
 | 
					  local dx=(x1-x0)/(y1-y0)
 | 
				
			||||||
 | 
					  if(y0<0) x0-=y0*dx y0=-1
 | 
				
			||||||
 | 
					  local cy0=y0\1+1
 | 
				
			||||||
 | 
					  -- sub-pix shift
 | 
				
			||||||
 | 
					  x0+=(cy0-y0)*dx
 | 
				
			||||||
 | 
					  for y=y0\1+1,min(y1\1,127) do
 | 
				
			||||||
 | 
					   -- open span?
 | 
				
			||||||
 | 
					   local span=spans[y]
 | 
				
			||||||
 | 
					   if span then
 | 
				
			||||||
 | 
					       rectfill(x0,y,span,y)
 | 
				
			||||||
 | 
					   else
 | 
				
			||||||
 | 
					       spans[y]=x0
 | 
				
			||||||
 | 
					   end
 | 
				
			||||||
 | 
					   x0+=dx
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					  x0,y0=_x1,_y1
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					__gfx__
 | 
				
			||||||
 | 
					00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00077000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00700700000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
@@ -1,5 +1,5 @@
 | 
				
			|||||||
pico-8 cartridge // http://www.pico-8.com
 | 
					pico-8 cartridge // http://www.pico-8.com
 | 
				
			||||||
version 41
 | 
					version 42
 | 
				
			||||||
__lua__
 | 
					__lua__
 | 
				
			||||||
-- vacuum gambit
 | 
					-- vacuum gambit
 | 
				
			||||||
-- by kistaro windrider
 | 
					-- by kistaro windrider
 | 
				
			||||||
@@ -18,12 +18,17 @@ function csv(s)
 | 
				
			|||||||
 end
 | 
					 end
 | 
				
			||||||
 return ret
 | 
					 return ret
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					function const_fxn(x)
 | 
				
			||||||
 | 
					 return function()
 | 
				
			||||||
 | 
					  return x
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-- generate standard "overlay"
 | 
					-- generate standard "overlay"
 | 
				
			||||||
-- constructor for type tt.
 | 
					-- constructor for type tt.
 | 
				
			||||||
-- if more is defined, generated
 | 
					-- if tt.init is defined, generated
 | 
				
			||||||
-- new calls more(ret) after
 | 
					-- new calls tt.init(ret) after
 | 
				
			||||||
-- ret is definitely not nil
 | 
					-- ret is definitely not nil,
 | 
				
			||||||
-- before calling setmetatable.
 | 
					-- before calling setmetatable.
 | 
				
			||||||
-- use to initialize mutables.
 | 
					-- use to initialize mutables.
 | 
				
			||||||
--
 | 
					--
 | 
				
			||||||
@@ -32,8 +37,8 @@ end
 | 
				
			|||||||
-- object *after* more, because
 | 
					-- object *after* more, because
 | 
				
			||||||
-- this works better with the
 | 
					-- this works better with the
 | 
				
			||||||
-- `more` impls i use.
 | 
					-- `more` impls i use.
 | 
				
			||||||
function mknew(tt, more)
 | 
					function mknew(tt)
 | 
				
			||||||
 local mt,oldnew = {__index=tt},tt.new
 | 
					 local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
 | 
				
			||||||
 tt.new=function(ret)
 | 
					 tt.new=function(ret)
 | 
				
			||||||
  if(not ret) ret = {}
 | 
					  if(not ret) ret = {}
 | 
				
			||||||
  if(more) more(ret)
 | 
					  if(more) more(ret)
 | 
				
			||||||
@@ -41,15 +46,18 @@ function mknew(tt, more)
 | 
				
			|||||||
  setmetatable(ret, mt)
 | 
					  setmetatable(ret, mt)
 | 
				
			||||||
  return ret
 | 
					  return ret
 | 
				
			||||||
 end
 | 
					 end
 | 
				
			||||||
 | 
					 return tt
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-- intrusive singly-linked list.
 | 
					-- intrusive singly-linked list.
 | 
				
			||||||
-- cannot be nested!
 | 
					-- cannot be nested!
 | 
				
			||||||
linked_list = {is_linked_list=true}
 | 
					linked_list = mknew{
 | 
				
			||||||
mknew(linked_list, function(x)
 | 
					 is_linked_list=true,
 | 
				
			||||||
 | 
					 init = function(x)
 | 
				
			||||||
  x.next=nil
 | 
					  x.next=nil
 | 
				
			||||||
  x.tail=x
 | 
					  x.tail=x
 | 
				
			||||||
 end)
 | 
					 end,
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
function linked_list:push_back(x)
 | 
					function linked_list:push_back(x)
 | 
				
			||||||
 self.tail.next = x
 | 
					 self.tail.next = x
 | 
				
			||||||
@@ -118,7 +126,7 @@ end
 | 
				
			|||||||
function _init()
 | 
					function _init()
 | 
				
			||||||
 init_blip_pals()
 | 
					 init_blip_pals()
 | 
				
			||||||
	wipe_level()
 | 
						wipe_level()
 | 
				
			||||||
	primary_ship.main_gun = zap_gun.new()
 | 
						primary_ship.main_gun = zap_gun_p.new()  -- redundant?
 | 
				
			||||||
	load_level(example_level_csv)
 | 
						load_level(example_level_csv)
 | 
				
			||||||
	state = game
 | 
						state = game
 | 
				
			||||||
	pal(2,129)
 | 
						pal(2,129)
 | 
				
			||||||
@@ -412,7 +420,7 @@ end
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
scrollrate = 0.25 --in px/frame
 | 
					scrollrate = 0.25 --in px/frame
 | 
				
			||||||
 | 
					
 | 
				
			||||||
ship_m = {
 | 
					ship_m = mknew{
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 -- ships have no shield by default
 | 
					 -- ships have no shield by default
 | 
				
			||||||
 shield = 0,
 | 
					 shield = 0,
 | 
				
			||||||
@@ -437,7 +445,6 @@ ship_m = {
 | 
				
			|||||||
 -- ymin, ymax default to nil
 | 
					 -- ymin, ymax default to nil
 | 
				
			||||||
 --   pship needs more constraint 
 | 
					 --   pship needs more constraint 
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
mknew(ship_m)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
function ship_m:die()
 | 
					function ship_m:die()
 | 
				
			||||||
 self.dead = true
 | 
					 self.dead = true
 | 
				
			||||||
@@ -580,16 +587,20 @@ end
 | 
				
			|||||||
-->8
 | 
					-->8
 | 
				
			||||||
-- bullet and gun behaviors
 | 
					-- bullet and gun behaviors
 | 
				
			||||||
 | 
					
 | 
				
			||||||
bullet_base = {
 | 
					function player_blt_cat()
 | 
				
			||||||
 enemyspd = 0.5
 | 
					 return pbullets
 | 
				
			||||||
}
 | 
					end
 | 
				
			||||||
mknew(bullet_base)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
gun_base = { 
 | 
					function enemy_blt_cat()
 | 
				
			||||||
 | 
					 return ebullets
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					bullet_base = mknew{ }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					gun_base = mknew{ 
 | 
				
			||||||
 shoot_ready = -32768,
 | 
					 shoot_ready = -32768,
 | 
				
			||||||
 icon = 20
 | 
					 icon = 20
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
mknew(gun_base)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
function bullet_base:hitship(_)
 | 
					function bullet_base:hitship(_)
 | 
				
			||||||
 self:die()
 | 
					 self:die()
 | 
				
			||||||
@@ -601,18 +612,10 @@ end
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
function bullet_base:move()
 | 
					function bullet_base:move()
 | 
				
			||||||
 self.x += self.dx
 | 
					 self.x += self.dx
 | 
				
			||||||
 if self.enemy then
 | 
					 self.y += self.dy
 | 
				
			||||||
  self.y += self.dy
 | 
					 if (self.y > 128) or (self.y < -8 * self.height) then
 | 
				
			||||||
  if self.y > 128 then
 | 
					  self:die()
 | 
				
			||||||
   self:die()
 | 
					  return true
 | 
				
			||||||
   return true
 | 
					 | 
				
			||||||
  end
 | 
					 | 
				
			||||||
 else
 | 
					 | 
				
			||||||
  self.y -= self.dy
 | 
					 | 
				
			||||||
  if self.y < -8*self.height then
 | 
					 | 
				
			||||||
   self:die()
 | 
					 | 
				
			||||||
   return true
 | 
					 | 
				
			||||||
  end
 | 
					 | 
				
			||||||
 end
 | 
					 end
 | 
				
			||||||
 return false
 | 
					 return false
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
@@ -621,19 +624,20 @@ function bullet_base:draw()
 | 
				
			|||||||
 spr(self.sprite, self.x, self.y, self.width, self.height)
 | 
					 spr(self.sprite, self.x, self.y, self.width, self.height)
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
function bullet_base:spawn_at(x, y)
 | 
					-- An `actually_shoot` factory
 | 
				
			||||||
 self.x = x - self.center_x_off
 | 
					-- for trivial guns
 | 
				
			||||||
 if self.enemy then
 | 
					function spawn_one(t)
 | 
				
			||||||
  self.dx *= self.enemyspd
 | 
					 return function(gun, x, y)
 | 
				
			||||||
  self.dy *= self.enemyspd
 | 
					  t.new{}:spawn_at(x, y)
 | 
				
			||||||
  self.y = y + self.top_y_off
 | 
					 | 
				
			||||||
  ebullets:push_back(self)
 | 
					 | 
				
			||||||
 else
 | 
					 | 
				
			||||||
  self.y = y - (8 * self.height) + self.bottom_y_off
 | 
					 | 
				
			||||||
  pbullets:push_back(self)
 | 
					 | 
				
			||||||
 end
 | 
					 end
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function bullet_base:spawn_at(x, y)
 | 
				
			||||||
 | 
					 self.x = x - self.x_off
 | 
				
			||||||
 | 
					 self.y = y - self.y_off
 | 
				
			||||||
 | 
					 self.category():push_back(self)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
function gun_base:shoot(x, y)
 | 
					function gun_base:shoot(x, y)
 | 
				
			||||||
 if (lframe < self.shoot_ready) return false
 | 
					 if (lframe < self.shoot_ready) return false
 | 
				
			||||||
 if self.ammo then
 | 
					 if self.ammo then
 | 
				
			||||||
@@ -645,23 +649,12 @@ function gun_base:shoot(x, y)
 | 
				
			|||||||
 return true
 | 
					 return true
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
function gun_base:actually_shoot(x, y)
 | 
					 | 
				
			||||||
 local typ = self.t
 | 
					 | 
				
			||||||
 local b = typ.new{
 | 
					 | 
				
			||||||
  enemy = self.enemy,
 | 
					 | 
				
			||||||
  sprite = self.enemy and typ.esprite or typ.psprite,
 | 
					 | 
				
			||||||
 }
 | 
					 | 
				
			||||||
 b:spawn_at(x, y)
 | 
					 | 
				
			||||||
 return true
 | 
					 | 
				
			||||||
end
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
-->8
 | 
					-->8
 | 
				
			||||||
-- bullets and guns
 | 
					-- bullets and guns
 | 
				
			||||||
 | 
					
 | 
				
			||||||
zap = bullet_base.new{
 | 
					zap_e = mknew(bullet_base.new{
 | 
				
			||||||
 --shape
 | 
					 --shape
 | 
				
			||||||
 psprite = 8, --index of player ammo sprite
 | 
					 sprite = 9, --index of enemy ammo sprite
 | 
				
			||||||
 esprite = 9, -- index of enemy ammo sprite
 | 
					 | 
				
			||||||
 width = 1, --in 8x8 blocks
 | 
					 width = 1, --in 8x8 blocks
 | 
				
			||||||
 height = 1,
 | 
					 height = 1,
 | 
				
			||||||
 hurt = { -- hurtbox - where this ship can be hit
 | 
					 hurt = { -- hurtbox - where this ship can be hit
 | 
				
			||||||
@@ -670,33 +663,39 @@ zap = bullet_base.new{
 | 
				
			|||||||
  width = 2,
 | 
					  width = 2,
 | 
				
			||||||
  height = 8
 | 
					  height = 8
 | 
				
			||||||
 },
 | 
					 },
 | 
				
			||||||
 center_x_off = 1, -- how to position by ship
 | 
					 x_off = 1, -- how to position by ship
 | 
				
			||||||
 bottom_y_off = 0,
 | 
					 y_off = 8,
 | 
				
			||||||
 top_y_off = 0,
 | 
					 | 
				
			||||||
 
 | 
					 
 | 
				
			||||||
 damage = 1,
 | 
					 damage = 1,
 | 
				
			||||||
 dx = 0,  -- px/frame
 | 
					 dx = 0,  -- px/frame
 | 
				
			||||||
 dy = 8,
 | 
					 dy = 4,
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 hitship = function(_, _)
 | 
					 hitship = const_fxn(true),
 | 
				
			||||||
  return true
 | 
					 | 
				
			||||||
 end
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
mknew(zap)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
zap_gun = gun_base.new{
 | 
					 category = enemy_blt_cat,
 | 
				
			||||||
 enemy = false,
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					zap_p = mknew(zap_e.new{
 | 
				
			||||||
 | 
					 sprite = 8,
 | 
				
			||||||
 | 
					 dy = -8,
 | 
				
			||||||
 | 
					 y_off = 0,
 | 
				
			||||||
 | 
					 category = player_blt_cat,
 | 
				
			||||||
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					zap_gun_e = mknew(gun_base.new{
 | 
				
			||||||
 power = 20, -- power consumed per shot
 | 
					 power = 20, -- power consumed per shot
 | 
				
			||||||
 cooldown = 0x0.000a, -- frames between shots
 | 
					 cooldown = 0x0.000a, -- frames between shots
 | 
				
			||||||
 ammo = nil, -- unlimited ammo - main gun
 | 
					 ammo = nil, -- unlimited ammo - main gun
 | 
				
			||||||
 t = zap -- metatable of bullet to fire
 | 
					 actually_shoot = spawn_one(zap_e),
 | 
				
			||||||
}
 | 
					})
 | 
				
			||||||
mknew(zap_gun)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
blast = bullet_base.new{
 | 
					zap_gun_p = mknew(zap_gun_e.new{
 | 
				
			||||||
 | 
					 actually_shoot = spawn_one(zap_p),
 | 
				
			||||||
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					blast = mknew(bullet_base.new{
 | 
				
			||||||
 --shape
 | 
					 --shape
 | 
				
			||||||
 psprite = 12, --index of player ammo sprite
 | 
					 sprite = 12, --index of player ammo sprite
 | 
				
			||||||
 esprite = 3, -- index of enemy ammo sprite
 | 
					 | 
				
			||||||
 width = 1, --in 8x8 blocks
 | 
					 width = 1, --in 8x8 blocks
 | 
				
			||||||
 height = 1,
 | 
					 height = 1,
 | 
				
			||||||
 hurt = { -- hurtbox - where this ship can be hit
 | 
					 hurt = { -- hurtbox - where this ship can be hit
 | 
				
			||||||
@@ -705,13 +704,12 @@ blast = bullet_base.new{
 | 
				
			|||||||
  width = 6,
 | 
					  width = 6,
 | 
				
			||||||
  height = 6
 | 
					  height = 6
 | 
				
			||||||
 },
 | 
					 },
 | 
				
			||||||
 center_x_off = 4, -- how to position by ship
 | 
					 x_off = 4, -- how to position by ship
 | 
				
			||||||
 bottom_y_off = 0,
 | 
					 y_off = 0,
 | 
				
			||||||
 top_y_off = 0,
 | 
					 | 
				
			||||||
 
 | 
					 
 | 
				
			||||||
 damage = 4,
 | 
					 damage = 4,
 | 
				
			||||||
 dx = 0,  -- px/frame
 | 
					 dx = 0,  -- px/frame
 | 
				
			||||||
 dy = 2,
 | 
					 dy = -2,
 | 
				
			||||||
 awaitcancel = false,
 | 
					 awaitcancel = false,
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 -- disable damage for 2 frames
 | 
					 -- disable damage for 2 frames
 | 
				
			||||||
@@ -736,25 +734,22 @@ blast = bullet_base.new{
 | 
				
			|||||||
    self.awaitcancel = false
 | 
					    self.awaitcancel = false
 | 
				
			||||||
   end)
 | 
					   end)
 | 
				
			||||||
  end
 | 
					  end
 | 
				
			||||||
 end
 | 
					 end,
 | 
				
			||||||
}
 | 
					 category=player_blt_cat
 | 
				
			||||||
mknew(blast)
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
blast_gun = gun_base.new{
 | 
					blast_gun = mknew(gun_base.new{
 | 
				
			||||||
 icon = 13,
 | 
					 icon = 13,
 | 
				
			||||||
 enemy = false,
 | 
					 power = 0, -- only cost is ammo
 | 
				
			||||||
 power = 0, -- ammo, not power
 | 
					 | 
				
			||||||
 cooldown = 0x0.0020, -- frames between shots
 | 
					 cooldown = 0x0.0020, -- frames between shots
 | 
				
			||||||
 ammo = 5,
 | 
					 ammo = 5,
 | 
				
			||||||
 maxammo = 5,
 | 
					 maxammo = 5,
 | 
				
			||||||
 t = blast -- type of bullet to fire
 | 
					 actually_shoot = spawn_one(blast),
 | 
				
			||||||
}
 | 
					})
 | 
				
			||||||
mknew(blast_gun)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
protron = bullet_base.new{
 | 
					protron_e = mknew(bullet_base.new{
 | 
				
			||||||
 --shape
 | 
					 --shape
 | 
				
			||||||
 psprite = 23, --index of player ammo sprite
 | 
					 sprite = 24,
 | 
				
			||||||
 esprite = 24, -- index of enemy ammo sprite
 | 
					 | 
				
			||||||
 width = 1, --in 8x8 blocks
 | 
					 width = 1, --in 8x8 blocks
 | 
				
			||||||
 height = 1,
 | 
					 height = 1,
 | 
				
			||||||
 hurt = { -- hurtbox - where this ship can be hit
 | 
					 hurt = { -- hurtbox - where this ship can be hit
 | 
				
			||||||
@@ -763,56 +758,59 @@ protron = bullet_base.new{
 | 
				
			|||||||
  width = 2,
 | 
					  width = 2,
 | 
				
			||||||
  height = 2
 | 
					  height = 2
 | 
				
			||||||
 },
 | 
					 },
 | 
				
			||||||
 center_x_off = 1, -- how to position by ship
 | 
					 x_off = 1, -- how to position by ship
 | 
				
			||||||
 bottom_y_off = 4,
 | 
					 y_off = 4,
 | 
				
			||||||
 top_y_off = 0,
 | 
					 | 
				
			||||||
 
 | 
					 
 | 
				
			||||||
 damage = 1,
 | 
					 damage = 1,
 | 
				
			||||||
 dx = 0,  -- px/frame
 | 
					 dym = 0.5, -- gun sets dy;
 | 
				
			||||||
 dy = 3,
 | 
					             -- this is mult
 | 
				
			||||||
}
 | 
					 category = enemy_blt_cat,
 | 
				
			||||||
mknew(protron)
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
protron_gun = gun_base.new{
 | 
					protron_p = mknew(protron_e.new{
 | 
				
			||||||
 | 
					 sprite=23,
 | 
				
			||||||
 | 
					 dym = -1,
 | 
				
			||||||
 | 
					 y_off = 0,
 | 
				
			||||||
 | 
					 category=player_blt_cat,
 | 
				
			||||||
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					protron_gun_e = mknew(gun_base.new{
 | 
				
			||||||
 icon = 25,
 | 
					 icon = 25,
 | 
				
			||||||
 enemy = false,
 | 
					 | 
				
			||||||
 power = 60,
 | 
					 power = 60,
 | 
				
			||||||
 cooldown = 0x0.000f, -- frames between shots
 | 
					 cooldown = 0x0.000f, -- frames between shots
 | 
				
			||||||
 ammo = nil,
 | 
					 ammo = nil,
 | 
				
			||||||
 maxammo = nil,
 | 
					 maxammo = nil,
 | 
				
			||||||
 actually_shoot = function(self, x, y)
 | 
					 munition = protron_e
 | 
				
			||||||
  local sprite = protron.psprite
 | 
					})
 | 
				
			||||||
  if (self.enemy) sprite=protron.esprite
 | 
					 | 
				
			||||||
  for i=1,3 do
 | 
					 | 
				
			||||||
   local b = protron.new{
 | 
					 | 
				
			||||||
    enemy=self.enemy,
 | 
					 | 
				
			||||||
    sprite=sprite,
 | 
					 | 
				
			||||||
    dx = i,
 | 
					 | 
				
			||||||
    dy = 4-i
 | 
					 | 
				
			||||||
   }
 | 
					 | 
				
			||||||
   b:spawn_at(x,y)
 | 
					 | 
				
			||||||
   local b2 = protron.new{
 | 
					 | 
				
			||||||
    enemy=self.enemy,
 | 
					 | 
				
			||||||
    sprite=sprite,
 | 
					 | 
				
			||||||
    dx = -i,
 | 
					 | 
				
			||||||
    dy = 4-i
 | 
					 | 
				
			||||||
   }
 | 
					 | 
				
			||||||
   b2:spawn_at(x,y)
 | 
					 | 
				
			||||||
  end
 | 
					 | 
				
			||||||
  local bup = protron.new{
 | 
					 | 
				
			||||||
   enemy=self.enemy,
 | 
					 | 
				
			||||||
   sprite=sprite,
 | 
					 | 
				
			||||||
   dy=4
 | 
					 | 
				
			||||||
  }
 | 
					 | 
				
			||||||
  bup:spawn_at(x,y)
 | 
					 | 
				
			||||||
 end
 | 
					 | 
				
			||||||
}
 | 
					 | 
				
			||||||
mknew(protron_gun)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
vulcan = bullet_base.new{
 | 
					function protron_gun_e:actually_shoot(x, y)
 | 
				
			||||||
 | 
					 local m = self.munition.dym
 | 
				
			||||||
 | 
					 for i=1,3 do
 | 
				
			||||||
 | 
					  local b = self.munition.new{
 | 
				
			||||||
 | 
					   dx = i*m,
 | 
				
			||||||
 | 
					   dy = (4-i)*m,
 | 
				
			||||||
 | 
					  }
 | 
				
			||||||
 | 
					  b:spawn_at(x,y)
 | 
				
			||||||
 | 
					  local b2 = self.munition.new{
 | 
				
			||||||
 | 
					   dx = -i*m,
 | 
				
			||||||
 | 
					   dy = (4-i)*m,
 | 
				
			||||||
 | 
					  }
 | 
				
			||||||
 | 
					  b2:spawn_at(x,y)
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 local bup = self.munition.new{
 | 
				
			||||||
 | 
					  dx=0,
 | 
				
			||||||
 | 
					  dy=4*m,
 | 
				
			||||||
 | 
					 }
 | 
				
			||||||
 | 
					 bup:spawn_at(x,y)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					protron_gun_p = mknew(protron_gun_e.new{
 | 
				
			||||||
 | 
					 munition = protron_p,
 | 
				
			||||||
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vulcan_e = mknew(bullet_base.new{
 | 
				
			||||||
 --shape
 | 
					 --shape
 | 
				
			||||||
 psprite = 22, --index of player ammo sprite
 | 
					 sprite = 21,
 | 
				
			||||||
 esprite = 21, -- index of enemy ammo sprite
 | 
					 | 
				
			||||||
 width = 1, --in 8x8 blocks
 | 
					 width = 1, --in 8x8 blocks
 | 
				
			||||||
 height = 1,
 | 
					 height = 1,
 | 
				
			||||||
 hurt = { -- hurtbox - where this ship can be hit
 | 
					 hurt = { -- hurtbox - where this ship can be hit
 | 
				
			||||||
@@ -821,39 +819,46 @@ vulcan = bullet_base.new{
 | 
				
			|||||||
  width = 1,
 | 
					  width = 1,
 | 
				
			||||||
  height = 4
 | 
					  height = 4
 | 
				
			||||||
 },
 | 
					 },
 | 
				
			||||||
 center_x_off = 0.5, -- how to position by ship
 | 
					 x_off = 0.5, -- how to position by ship
 | 
				
			||||||
 bottom_y_off = 4,
 | 
					 y_off = 0,
 | 
				
			||||||
 top_y_off = 0,
 | 
					 | 
				
			||||||
 
 | 
					 
 | 
				
			||||||
 damage = 0.5,
 | 
					 damage = 0.5,
 | 
				
			||||||
 dx = 0,  -- px/frame
 | 
					 -- dx from gun
 | 
				
			||||||
 dy = 4,
 | 
					 dy = 2,
 | 
				
			||||||
}
 | 
					 category=enemy_blt_cat
 | 
				
			||||||
mknew(vulcan)
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
vulcan_gun = gun_base.new{
 | 
					vulcan_p = mknew(vulcan_e.new{
 | 
				
			||||||
 | 
					 sprite=22,
 | 
				
			||||||
 | 
					 y_off = 4,
 | 
				
			||||||
 | 
					 dy = -4,
 | 
				
			||||||
 | 
					 category=player_blt_cat
 | 
				
			||||||
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vulcan_gun_e = mknew(gun_base.new{
 | 
				
			||||||
 icon = 37,
 | 
					 icon = 37,
 | 
				
			||||||
 enemy = false,
 | 
					 enemy = false,
 | 
				
			||||||
 power = 8,
 | 
					 power = 8,
 | 
				
			||||||
 cooldown = 0x0.0002, -- frames between shots
 | 
					 cooldown = 0x0.0002, -- frames between shots
 | 
				
			||||||
 ammo = nil,
 | 
					 ammo = nil,
 | 
				
			||||||
 maxammo = nil,
 | 
					 maxammo = nil,
 | 
				
			||||||
 | 
					 munition=vulcan_e,
 | 
				
			||||||
 dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
 | 
					 dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
 | 
				
			||||||
 xoffs = {1, 0, -1, 1, 0, -1},
 | 
					 xoffs = {1, 0, -1, 1, 0, -1},
 | 
				
			||||||
 dxidx = 1,
 | 
					 dxidx = 1,
 | 
				
			||||||
 actually_shoot = function(self, x, y)
 | 
					 actually_shoot = function(self, x, y)
 | 
				
			||||||
  local sprite = self.enemy and vulcan.esprite or vulcan.psprite
 | 
					  local b = self.munition.new{
 | 
				
			||||||
  local b = vulcan.new{
 | 
					 | 
				
			||||||
   enemy=self.enemy,
 | 
					 | 
				
			||||||
   sprite=sprite,
 | 
					 | 
				
			||||||
   dx = self.dxs[self.dxidx],
 | 
					   dx = self.dxs[self.dxidx],
 | 
				
			||||||
  }
 | 
					  }
 | 
				
			||||||
  b:spawn_at(self.xoffs[self.dxidx]+x,y)
 | 
					  b:spawn_at(self.xoffs[self.dxidx]+x,y)
 | 
				
			||||||
  self.dxidx += 1
 | 
					  self.dxidx += 1
 | 
				
			||||||
  if (self.dxidx > #self.dxs) self.dxidx = 1
 | 
					  if (self.dxidx > #self.dxs) self.dxidx = 1
 | 
				
			||||||
 end
 | 
					 end
 | 
				
			||||||
}
 | 
					})
 | 
				
			||||||
mknew(vulcan_gun)
 | 
					
 | 
				
			||||||
 | 
					vulcan_gun_p = mknew(vulcan_gun_e.new{
 | 
				
			||||||
 | 
					 munition=vulcan_p,
 | 
				
			||||||
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-->8
 | 
					-->8
 | 
				
			||||||
--ships, including player
 | 
					--ships, including player
 | 
				
			||||||
@@ -861,7 +866,7 @@ mknew(vulcan_gun)
 | 
				
			|||||||
firespark = split"9, 8, 2, 5, 1"
 | 
					firespark = split"9, 8, 2, 5, 1"
 | 
				
			||||||
smokespark = split"13, 13, 5, 5"
 | 
					smokespark = split"13, 13, 5, 5"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
player = ship_m.new{
 | 
					player = mknew(ship_m.new{
 | 
				
			||||||
 --shape
 | 
					 --shape
 | 
				
			||||||
 sprite = 1, --index of ship sprite
 | 
					 sprite = 1, --index of ship sprite
 | 
				
			||||||
 size = 1, --all ships are square; how many 8x8 sprites?
 | 
					 size = 1, --all ships are square; how many 8x8 sprites?
 | 
				
			||||||
@@ -911,21 +916,20 @@ player = ship_m.new{
 | 
				
			|||||||
  end
 | 
					  end
 | 
				
			||||||
  --dx, dy, shoot_spec, shoot_main
 | 
					  --dx, dy, shoot_spec, shoot_main
 | 
				
			||||||
  return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
 | 
					  return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
 | 
				
			||||||
 end
 | 
					 end,
 | 
				
			||||||
}
 | 
					
 | 
				
			||||||
mknew(player,
 | 
					 init = function(p)
 | 
				
			||||||
 function(p)
 | 
					  p.main_gun = zap_gun_p.new()
 | 
				
			||||||
  p.main_gun = zap_gun.new()
 | 
					 | 
				
			||||||
  -- ONE HIT MODE
 | 
					  -- ONE HIT MODE
 | 
				
			||||||
  --
 | 
					  --
 | 
				
			||||||
  -- p.hp = 0
 | 
					  -- p.hp = 0
 | 
				
			||||||
  -- p.maxhp = 0
 | 
					  -- p.maxhp = 0
 | 
				
			||||||
  -- p.shield = 0
 | 
					  -- p.shield = 0
 | 
				
			||||||
  -- p.maxshield = 0
 | 
					  -- p.maxshield = 0
 | 
				
			||||||
 end
 | 
					 end,
 | 
				
			||||||
)
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
frownie = ship_m.new{
 | 
					frownie = mknew(ship_m.new{
 | 
				
			||||||
 --shape
 | 
					 --shape
 | 
				
			||||||
 sprite = 3, --index of ship sprite
 | 
					 sprite = 3, --index of ship sprite
 | 
				
			||||||
 size = 1, --all ships are square; how many 8x8 sprites?
 | 
					 size = 1, --all ships are square; how many 8x8 sprites?
 | 
				
			||||||
@@ -956,10 +960,9 @@ frownie = ship_m.new{
 | 
				
			|||||||
  if (tstate>=4) dx=self.thrust
 | 
					  if (tstate>=4) dx=self.thrust
 | 
				
			||||||
  return dx,0,false,false
 | 
					  return dx,0,false,false
 | 
				
			||||||
 end,
 | 
					 end,
 | 
				
			||||||
}
 | 
					})
 | 
				
			||||||
mknew(frownie)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
blocky = frownie.new{
 | 
					blocky = mknew(frownie.new{
 | 
				
			||||||
 sprite = 10,
 | 
					 sprite = 10,
 | 
				
			||||||
 hp = 1.5,
 | 
					 hp = 1.5,
 | 
				
			||||||
 hurt = {
 | 
					 hurt = {
 | 
				
			||||||
@@ -977,10 +980,9 @@ blocky = frownie.new{
 | 
				
			|||||||
  end
 | 
					  end
 | 
				
			||||||
  ship_m.ow(self)
 | 
					  ship_m.ow(self)
 | 
				
			||||||
 end
 | 
					 end
 | 
				
			||||||
}
 | 
					})
 | 
				
			||||||
mknew(blocky)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
spewy = frownie.new{
 | 
					spewy = mknew(frownie.new{
 | 
				
			||||||
 sprite=26,
 | 
					 sprite=26,
 | 
				
			||||||
 power=-20,
 | 
					 power=-20,
 | 
				
			||||||
 hurt = {
 | 
					 hurt = {
 | 
				
			||||||
@@ -997,13 +999,13 @@ spewy = frownie.new{
 | 
				
			|||||||
 act=function(self)
 | 
					 act=function(self)
 | 
				
			||||||
  local dx,dy,shoot_spec=frownie.act(self)
 | 
					  local dx,dy,shoot_spec=frownie.act(self)
 | 
				
			||||||
  return dx, dy, shoot_spec, true
 | 
					  return dx, dy, shoot_spec, true
 | 
				
			||||||
 | 
					 end,
 | 
				
			||||||
 | 
					 init = function(ship)
 | 
				
			||||||
 | 
					  ship.main_gun=ship.main_gun or protron_gun_e.new{}
 | 
				
			||||||
 end
 | 
					 end
 | 
				
			||||||
}
 | 
					})
 | 
				
			||||||
mknew(spewy, function(ship)
 | 
					 | 
				
			||||||
 ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
 | 
					 | 
				
			||||||
end)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
chasey = ship_m.new{
 | 
					chasey = mknew(ship_m.new{
 | 
				
			||||||
 sprite = 5,
 | 
					 sprite = 5,
 | 
				
			||||||
 size = 1,
 | 
					 size = 1,
 | 
				
			||||||
 hurt = {
 | 
					 hurt = {
 | 
				
			||||||
@@ -1026,10 +1028,11 @@ chasey = ship_m.new{
 | 
				
			|||||||
 thrust = 0.2,
 | 
					 thrust = 0.2,
 | 
				
			||||||
 drag = 0.075,
 | 
					 drag = 0.075,
 | 
				
			||||||
 slip = true,
 | 
					 slip = true,
 | 
				
			||||||
}
 | 
					
 | 
				
			||||||
mknew(chasey, function(ship)
 | 
					 init = function(ship)
 | 
				
			||||||
 ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
 | 
					  ship.main_gun=ship.main_gun or zap_gun_e.new{}
 | 
				
			||||||
end)
 | 
					 end
 | 
				
			||||||
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
function chasey:act()
 | 
					function chasey:act()
 | 
				
			||||||
 self.xmin = max(primary_ship.x-8, 0)
 | 
					 self.xmin = max(primary_ship.x-8, 0)
 | 
				
			||||||
@@ -1037,7 +1040,7 @@ function chasey:act()
 | 
				
			|||||||
 return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
 | 
					 return 0, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
xl_chasey=chasey.new{
 | 
					xl_chasey=mknew(chasey.new{
 | 
				
			||||||
 size=2,
 | 
					 size=2,
 | 
				
			||||||
 maxspd=1.25,
 | 
					 maxspd=1.25,
 | 
				
			||||||
 hurt = {
 | 
					 hurt = {
 | 
				
			||||||
@@ -1046,6 +1049,8 @@ xl_chasey=chasey.new{
 | 
				
			|||||||
  width = 12,
 | 
					  width = 12,
 | 
				
			||||||
  height = 10
 | 
					  height = 10
 | 
				
			||||||
 },
 | 
					 },
 | 
				
			||||||
 | 
					 fire_off_x = 8,
 | 
				
			||||||
 | 
					 fire_off_y = 15,
 | 
				
			||||||
 hp = 19.5,
 | 
					 hp = 19.5,
 | 
				
			||||||
 shield = 5,
 | 
					 shield = 5,
 | 
				
			||||||
 boss = true,
 | 
					 boss = true,
 | 
				
			||||||
@@ -1060,10 +1065,11 @@ xl_chasey=chasey.new{
 | 
				
			|||||||
  sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
 | 
					  sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
 | 
				
			||||||
  pal()
 | 
					  pal()
 | 
				
			||||||
 end,
 | 
					 end,
 | 
				
			||||||
}
 | 
					 init = function(ship)
 | 
				
			||||||
mknew(xl_chasey, function(ship)
 | 
					  ship.main_gun=ship.main_gun or zap_gun_e.new{}
 | 
				
			||||||
 ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
 | 
					 end,
 | 
				
			||||||
end)
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-->8
 | 
					-->8
 | 
				
			||||||
-- collisions
 | 
					-- collisions
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -1077,12 +1083,11 @@ function collides(box1, box2)
 | 
				
			|||||||
	  or box1.y+box1.height<box2.y)
 | 
						  or box1.y+box1.height<box2.y)
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
collider = { }
 | 
					collider = mknew{
 | 
				
			||||||
mknew(collider,
 | 
					 init = function(x)
 | 
				
			||||||
 function(x)
 | 
					 | 
				
			||||||
  x.suppress = {}
 | 
					  x.suppress = {}
 | 
				
			||||||
 end
 | 
					 end,
 | 
				
			||||||
)
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
function collider_indexes(box)
 | 
					function collider_indexes(box)
 | 
				
			||||||
 local ret = {}
 | 
					 local ret = {}
 | 
				
			||||||
@@ -1271,9 +1276,9 @@ end
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
function spawn_bonus_vulcan_chasey()
 | 
					function spawn_bonus_vulcan_chasey()
 | 
				
			||||||
 local c = spawn_chasey()
 | 
					 local c = spawn_chasey()
 | 
				
			||||||
 c.main_gun=vulcan_gun.new{enemy=true}
 | 
					 c.main_gun=vulcan_gun_e.new{enemy=true}
 | 
				
			||||||
 c.die = function(self)
 | 
					 c.die = function(self)
 | 
				
			||||||
  spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun)
 | 
					  spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
 | 
				
			||||||
  chasey.die(self)
 | 
					  chasey.die(self)
 | 
				
			||||||
 end
 | 
					 end
 | 
				
			||||||
 c.sprite=4
 | 
					 c.sprite=4
 | 
				
			||||||
@@ -1376,7 +1381,7 @@ example_level_csv=[[1,spawn_frownie
 | 
				
			|||||||
310,spawn_blocking_blocky
 | 
					310,spawn_blocking_blocky
 | 
				
			||||||
310,spawn_blocking_blocky
 | 
					310,spawn_blocking_blocky
 | 
				
			||||||
311,spawn_frownie
 | 
					311,spawn_frownie
 | 
				
			||||||
350,spawn_main_gun_at,70,-11,protron_gun
 | 
					350,spawn_main_gun_at,70,-11,protron_gun_p
 | 
				
			||||||
401,spawn_frownie
 | 
					401,spawn_frownie
 | 
				
			||||||
420,spawn_blocking_frownie
 | 
					420,spawn_blocking_frownie
 | 
				
			||||||
430,spawn_bonus_vulcan_chasey
 | 
					430,spawn_bonus_vulcan_chasey
 | 
				
			||||||
@@ -1486,8 +1491,9 @@ bullets
 | 
				
			|||||||
  shots much easier to dodge
 | 
					  shots much easier to dodge
 | 
				
			||||||
* damage - damage per hit;
 | 
					* damage - damage per hit;
 | 
				
			||||||
  used by ships
 | 
					  used by ships
 | 
				
			||||||
* psprite, esprite - index of
 | 
					* sprite - sprite index.
 | 
				
			||||||
  player or enemy sprite.
 | 
					* x_off, y_off - renamed for
 | 
				
			||||||
 | 
					  the next two vars. may revert
 | 
				
			||||||
* center_off_x - the horizontal
 | 
					* center_off_x - the horizontal
 | 
				
			||||||
  centerpoint of the bullet,
 | 
					  centerpoint of the bullet,
 | 
				
			||||||
  for positioning when firing.
 | 
					  for positioning when firing.
 | 
				
			||||||
@@ -1776,7 +1782,7 @@ true, they are dropped.
 | 
				
			|||||||
-->8
 | 
					-->8
 | 
				
			||||||
-- standard events
 | 
					-- standard events
 | 
				
			||||||
 | 
					
 | 
				
			||||||
blip_fx = {
 | 
					blip_fx = mknew{
 | 
				
			||||||
 cancel=false
 | 
					 cancel=false
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -1794,8 +1800,6 @@ function blip_fx:abort()
 | 
				
			|||||||
 self.cancel=true
 | 
					 self.cancel=true
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
mknew(blip_fx)
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
blip_pals = {}
 | 
					blip_pals = {}
 | 
				
			||||||
function init_blip_pals()
 | 
					function init_blip_pals()
 | 
				
			||||||
 for i=0,15 do
 | 
					 for i=0,15 do
 | 
				
			||||||
@@ -1830,8 +1834,7 @@ function boom(x,y,boominess,is_boss)
 | 
				
			|||||||
 return
 | 
					 return
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
spark_particle={}
 | 
					spark_particle=mknew{}
 | 
				
			||||||
mknew(spark_particle)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
function spark_particle:move()
 | 
					function spark_particle:move()
 | 
				
			||||||
 if (rnd(4) < 1) self.sidx += 1
 | 
					 if (rnd(4) < 1) self.sidx += 1
 | 
				
			||||||
@@ -1860,7 +1863,7 @@ end
 | 
				
			|||||||
-->8
 | 
					-->8
 | 
				
			||||||
-- powerups
 | 
					-- powerups
 | 
				
			||||||
 | 
					
 | 
				
			||||||
powerup = bullet_base.new{
 | 
					powerup = mknew(bullet_base.new{
 | 
				
			||||||
 -- animated sprite array: "sprites"
 | 
					 -- animated sprite array: "sprites"
 | 
				
			||||||
 -- to draw under or over anim,
 | 
					 -- to draw under or over anim,
 | 
				
			||||||
 -- override draw, draw the
 | 
					 -- override draw, draw the
 | 
				
			||||||
@@ -1876,13 +1879,12 @@ powerup = bullet_base.new{
 | 
				
			|||||||
 -- easy to pick up
 | 
					 -- easy to pick up
 | 
				
			||||||
 dx = 0,
 | 
					 dx = 0,
 | 
				
			||||||
 dy = 1.5, -- 0.75 after enemyspd
 | 
					 dy = 1.5, -- 0.75 after enemyspd
 | 
				
			||||||
 enemy = true, -- collides with player ship
 | 
					 category = enemy_blt_cat, -- collides with player ship
 | 
				
			||||||
 damage = 0,
 | 
					 damage = 0,
 | 
				
			||||||
 
 | 
					 
 | 
				
			||||||
 anim_speed = 2,
 | 
					 anim_speed = 2,
 | 
				
			||||||
 loop_pause = 30 -- affected by animspeed
 | 
					 loop_pause = 30 -- affected by animspeed
 | 
				
			||||||
}
 | 
					})
 | 
				
			||||||
mknew(powerup)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
-- sprite indexes for "sheen" animation
 | 
					-- sprite indexes for "sheen" animation
 | 
				
			||||||
sheen8x8 = split"2,54,55,56,57,58,59,60,61"
 | 
					sheen8x8 = split"2,54,55,56,57,58,59,60,61"
 | 
				
			||||||
@@ -1902,16 +1904,15 @@ function powerup:draw()
 | 
				
			|||||||
     self.width, self.height) 
 | 
					     self.width, self.height) 
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
repair = powerup.new{
 | 
					repair = mknew(powerup.new{
 | 
				
			||||||
 hurt = {
 | 
					 hurt = {
 | 
				
			||||||
  x_off = -2,
 | 
					  x_off = -2,
 | 
				
			||||||
  y_off = -2,
 | 
					  y_off = -2,
 | 
				
			||||||
  width = 12,
 | 
					  width = 12,
 | 
				
			||||||
  height = 12
 | 
					  height = 12
 | 
				
			||||||
 },
 | 
					 },
 | 
				
			||||||
 center_x_off = 4,
 | 
					 x_off = 4,
 | 
				
			||||||
 top_y_off = 0,
 | 
					 y_off = 0,
 | 
				
			||||||
 bottom_y_off = 0,
 | 
					 | 
				
			||||||
 sprites = sheen8x8,
 | 
					 sprites = sheen8x8,
 | 
				
			||||||
 hitship = function(self, ship)
 | 
					 hitship = function(self, ship)
 | 
				
			||||||
  if (ship ~= primary_ship) return false
 | 
					  if (ship ~= primary_ship) return false
 | 
				
			||||||
@@ -1922,14 +1923,13 @@ repair = powerup.new{
 | 
				
			|||||||
  spr(53, self.x, self.y, self.width, self.height)
 | 
					  spr(53, self.x, self.y, self.width, self.height)
 | 
				
			||||||
  powerup.draw(self)
 | 
					  powerup.draw(self)
 | 
				
			||||||
 end  
 | 
					 end  
 | 
				
			||||||
}
 | 
					})
 | 
				
			||||||
mknew(repair)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
function spawn_repair_at(x, y)
 | 
					function spawn_repair_at(x, y)
 | 
				
			||||||
 repair.new():spawn_at(x, y)
 | 
					 repair.new():spawn_at(x, y)
 | 
				
			||||||
end
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
gun_swap = powerup.new{
 | 
					gun_swap = mknew(powerup.new{
 | 
				
			||||||
 hurt = {
 | 
					 hurt = {
 | 
				
			||||||
  x_off = -2,
 | 
					  x_off = -2,
 | 
				
			||||||
  y_off = -2,
 | 
					  y_off = -2,
 | 
				
			||||||
@@ -1937,9 +1937,8 @@ gun_swap = powerup.new{
 | 
				
			|||||||
  height = 16
 | 
					  height = 16
 | 
				
			||||||
 },
 | 
					 },
 | 
				
			||||||
 -- gun = gun_type.new{}
 | 
					 -- gun = gun_type.new{}
 | 
				
			||||||
 center_x_off = 6,
 | 
					 x_off = 6,
 | 
				
			||||||
 top_y_off = 0,
 | 
					 y_off = 0,
 | 
				
			||||||
 bottom_y_off = 4,
 | 
					 | 
				
			||||||
 width = 2,
 | 
					 width = 2,
 | 
				
			||||||
 height = 2,
 | 
					 height = 2,
 | 
				
			||||||
 sprites = {64, 66, 68, 70, 72, 74, 76, 78},
 | 
					 sprites = {64, 66, 68, 70, 72, 74, 76, 78},
 | 
				
			||||||
@@ -1952,8 +1951,7 @@ gun_swap = powerup.new{
 | 
				
			|||||||
  powerup.draw(self)
 | 
					  powerup.draw(self)
 | 
				
			||||||
  spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
 | 
					  spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
 | 
				
			||||||
 end
 | 
					 end
 | 
				
			||||||
}
 | 
					})
 | 
				
			||||||
mknew(gun_swap)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
function spawn_main_gun_at(x, y, gunt)
 | 
					function spawn_main_gun_at(x, y, gunt)
 | 
				
			||||||
 if (type(gunt)=="string") gunt=_ENV[gunt]
 | 
					 if (type(gunt)=="string") gunt=_ENV[gunt]
 | 
				
			||||||
 
 | 
				
			|||||||
							
								
								
									
										245
									
								
								magnitest.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										245
									
								
								magnitest.p8
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,245 @@
 | 
				
			|||||||
 | 
					pico-8 cartridge // http://www.pico-8.com
 | 
				
			||||||
 | 
					version 42
 | 
				
			||||||
 | 
					__lua__
 | 
				
			||||||
 | 
					--magnitest.p8
 | 
				
			||||||
 | 
					--accuracy and perf tests for
 | 
				
			||||||
 | 
					--vector calculation logic
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- profiler says 67 cycles
 | 
				
			||||||
 | 
					-- 39 lua, 28 system
 | 
				
			||||||
 | 
					function bbs28999alg(dx, dy)
 | 
				
			||||||
 | 
					  local d = max(abs(dx),abs(dy))
 | 
				
			||||||
 | 
					  local n = min(abs(dx),abs(dy)) / d
 | 
				
			||||||
 | 
					  return sqrt(n*n + 1) * d
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- profiler says 56 cycles
 | 
				
			||||||
 | 
					-- 24 lua, 32 system
 | 
				
			||||||
 | 
					function bbs28999algopt(dx, dy)
 | 
				
			||||||
 | 
					  local d,n=abs(dx),abs(dy)
 | 
				
			||||||
 | 
					  if (d<n) d,n=n,d
 | 
				
			||||||
 | 
					  n/=d
 | 
				
			||||||
 | 
					  return (n*n + 1)^0.5 * d
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- profiler says 54 cycles
 | 
				
			||||||
 | 
					-- 26 lua, 28 system
 | 
				
			||||||
 | 
					function bbs28999algopt2(dx, dy)
 | 
				
			||||||
 | 
					  local d,n=abs(dx),abs(dy)
 | 
				
			||||||
 | 
					  if (d<n) d,n=n,d
 | 
				
			||||||
 | 
					  n/=d
 | 
				
			||||||
 | 
					  return sqrt(n*n + 1) * d
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- profiler says 18 cycles
 | 
				
			||||||
 | 
					-- 18 lua, 0 system
 | 
				
			||||||
 | 
					function trigalg(dx, dy)
 | 
				
			||||||
 | 
					 local s = sin(atan2(dx,dy))
 | 
				
			||||||
 | 
					 if (s==0) return abs(dx)
 | 
				
			||||||
 | 
					 return abs(dy/s)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					-->8
 | 
				
			||||||
 | 
					function _init()
 | 
				
			||||||
 | 
					 gdx,gdy=0,0
 | 
				
			||||||
 | 
					 acc=1
 | 
				
			||||||
 | 
					 magnitude = 1
 | 
				
			||||||
 | 
					 tresult=0
 | 
				
			||||||
 | 
					 bresult=0
 | 
				
			||||||
 | 
					 delta=0
 | 
				
			||||||
 | 
					 dp=0
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function _update60()
 | 
				
			||||||
 | 
					 if (btn(0)) gdx -= acc
 | 
				
			||||||
 | 
					 if (btn(1)) gdx += acc
 | 
				
			||||||
 | 
					 if (btn(2)) gdy -= acc
 | 
				
			||||||
 | 
					 if (btn(3)) gdy += acc
 | 
				
			||||||
 | 
					 if (btn(4) and btn(5)) gdx,gdy=0,0
 | 
				
			||||||
 | 
					 gdx=mid(-16000,16000,gdx)
 | 
				
			||||||
 | 
					 gdy=mid(-16000,16000,gdy)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					 if btn() == 0 or btn(4) then
 | 
				
			||||||
 | 
					  acc = 1
 | 
				
			||||||
 | 
					 elseif btn(5) then
 | 
				
			||||||
 | 
					  acc *= 1.05
 | 
				
			||||||
 | 
					 else
 | 
				
			||||||
 | 
					  acc *= 1.02
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 if (acc > 1024) acc=1024
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					 local a,b=abs(gdx),abs(gdy)
 | 
				
			||||||
 | 
					 if (b>a) a,b=b,a
 | 
				
			||||||
 | 
					 magnitude = 1
 | 
				
			||||||
 | 
					 while magnitude < a/64 do
 | 
				
			||||||
 | 
					  magnitude *= 2
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					 bresult=bbs28999algopt2(gdx,gdy)
 | 
				
			||||||
 | 
					 tresult=trigalg(gdx,gdy)
 | 
				
			||||||
 | 
					 delta=tresult-bresult
 | 
				
			||||||
 | 
					 dp=(2*abs(delta)/abs(abs(bresult)+abs(tresult)))*100
 | 
				
			||||||
 | 
					 if (delta == 0) dp=0
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					cols = {
 | 
				
			||||||
 | 
					 6,7,
 | 
				
			||||||
 | 
					 [4]=10,
 | 
				
			||||||
 | 
					 [8]=9,
 | 
				
			||||||
 | 
					 [16]=4,
 | 
				
			||||||
 | 
					 [32]=14,
 | 
				
			||||||
 | 
					 [64]=15,
 | 
				
			||||||
 | 
					 [128]=11,
 | 
				
			||||||
 | 
					 [256]=12,
 | 
				
			||||||
 | 
					 [512]=13,
 | 
				
			||||||
 | 
					 [1024]=8,
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function _draw()
 | 
				
			||||||
 | 
					 cls()
 | 
				
			||||||
 | 
					 camera()
 | 
				
			||||||
 | 
					 print("x: "..tostr(gdx).."  y: "..tostr(gdy).."\nbase: "..tostr(bresult).."\ntrig: "..tostr(tresult).."\n\ndiff: "..tostr(delta).."\n   %:"..tostr(dp),0,0,13)
 | 
				
			||||||
 | 
					 print("⬆️⬇️⬅️➡️:move  ❎:fast 🅾️:slow\n❎+🅾️:reset position",0,117,12)
 | 
				
			||||||
 | 
					 camera(-63,-63)
 | 
				
			||||||
 | 
					 line(0,0,gdx/magnitude,gdy/magnitude,cols[magnitude] or 2)
 | 
				
			||||||
 | 
					 rectfill(0,0,gdx/magnitude,0,5)
 | 
				
			||||||
 | 
					 rectfill(0,0,0,gdy/magnitude,5)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					__gfx__
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			||||||
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 | 
				
			||||||
							
								
								
									
										
											BIN
										
									
								
								magnitest.p8.png
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								magnitest.p8.png
									
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							| 
		 After Width: | Height: | Size: 4.6 KiB  | 
							
								
								
									
										356
									
								
								old_readme.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										356
									
								
								old_readme.md
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,356 @@
 | 
				
			|||||||
 | 
					This file contains text that used to be in the cartridge itself, but
 | 
				
			||||||
 | 
					I'm getting increasingly anxious about cartridge space so I'm moving
 | 
				
			||||||
 | 
					it out ot a separate file.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					---
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					main loop sequence
 | 
				
			||||||
 | 
					==================
 | 
				
			||||||
 | 
					1. level_frame
 | 
				
			||||||
 | 
					2. events
 | 
				
			||||||
 | 
					3. merge new_events into events
 | 
				
			||||||
 | 
					4. update bg intangibles
 | 
				
			||||||
 | 
					5. move ships (player first)
 | 
				
			||||||
 | 
					6. move bullets (player first)
 | 
				
			||||||
 | 
					7. calculate collisions
 | 
				
			||||||
 | 
					 1. pship on eship
 | 
				
			||||||
 | 
					 2. ebullet on pship
 | 
				
			||||||
 | 
					 3. pbullet on eship
 | 
				
			||||||
 | 
					8. update fg intangibles
 | 
				
			||||||
 | 
					9. check for end of level
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					draw order
 | 
				
			||||||
 | 
					----------
 | 
				
			||||||
 | 
					bottom to top:
 | 
				
			||||||
 | 
					1. intangibles_bg
 | 
				
			||||||
 | 
					2. player bullets
 | 
				
			||||||
 | 
					3. player ships
 | 
				
			||||||
 | 
					4. enemy ships
 | 
				
			||||||
 | 
					5. enemy bullets
 | 
				
			||||||
 | 
					6. intangibles_fg
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					notes
 | 
				
			||||||
 | 
					-----
 | 
				
			||||||
 | 
					intangibles_fg move()s after
 | 
				
			||||||
 | 
					all collisions and other moves
 | 
				
			||||||
 | 
					are processed. if an intangible
 | 
				
			||||||
 | 
					is added to the list as a result
 | 
				
			||||||
 | 
					of a collision or move, it will
 | 
				
			||||||
 | 
					itself be move()d before it is
 | 
				
			||||||
 | 
					drawn.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					data-driven items
 | 
				
			||||||
 | 
					=================
 | 
				
			||||||
 | 
					guns and bullets both allow the
 | 
				
			||||||
 | 
					most common behaviors to be
 | 
				
			||||||
 | 
					expressed with data alone.
 | 
				
			||||||
 | 
					ships only need a movement
 | 
				
			||||||
 | 
					algorithm expressed.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					guns
 | 
				
			||||||
 | 
					----
 | 
				
			||||||
 | 
					* t - metatable for bullet type.
 | 
				
			||||||
 | 
					  fired once in the bullet's
 | 
				
			||||||
 | 
					  default direction per shot.
 | 
				
			||||||
 | 
					* enemy - if true, fired bullets
 | 
				
			||||||
 | 
					  are flagged as enemy bullets.
 | 
				
			||||||
 | 
					* icon - sprite index of an
 | 
				
			||||||
 | 
					  8x8 sprite to display in the
 | 
				
			||||||
 | 
					  hud when the player has this
 | 
				
			||||||
 | 
					  gun. default is 20, a generic
 | 
				
			||||||
 | 
					  crosshair bullseye thing.
 | 
				
			||||||
 | 
					* cooldown - min frames between
 | 
				
			||||||
 | 
					  shots.
 | 
				
			||||||
 | 
					* ammo, maxammo - permitted
 | 
				
			||||||
 | 
					  number of shots. 0 is empty
 | 
				
			||||||
 | 
					  and unfireable. maxammo = 0
 | 
				
			||||||
 | 
					  will cause a divide by zero
 | 
				
			||||||
 | 
					  so don't do that. if nil,
 | 
				
			||||||
 | 
					  ammo is infinite.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					default guns manage ammo and
 | 
				
			||||||
 | 
					cooldown in shoot, then call
 | 
				
			||||||
 | 
					actually_shoot to create the
 | 
				
			||||||
 | 
					projectile. override only
 | 
				
			||||||
 | 
					actually_shoot to change
 | 
				
			||||||
 | 
					projectile logic while keeping
 | 
				
			||||||
 | 
					cooldown and ammo logic.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					bullets
 | 
				
			||||||
 | 
					-------
 | 
				
			||||||
 | 
					* dx, dy - movement per frame.
 | 
				
			||||||
 | 
					  player bullets use -dy
 | 
				
			||||||
 | 
					  instead.
 | 
				
			||||||
 | 
					* enemyspd - multiplier for dx
 | 
				
			||||||
 | 
					  and dy on enemy bullets.
 | 
				
			||||||
 | 
					  default is 0.5, making enemy
 | 
				
			||||||
 | 
					  shots much easier to dodge
 | 
				
			||||||
 | 
					* damage - damage per hit;
 | 
				
			||||||
 | 
					  used by ships
 | 
				
			||||||
 | 
					* sprite - sprite index.
 | 
				
			||||||
 | 
					* x_off, y_off - renamed for
 | 
				
			||||||
 | 
					  the next two vars. may revert
 | 
				
			||||||
 | 
					* center_off_x - the horizontal
 | 
				
			||||||
 | 
					  centerpoint of the bullet,
 | 
				
			||||||
 | 
					  for positioning when firing.
 | 
				
			||||||
 | 
					  assume a pixel's coordinates
 | 
				
			||||||
 | 
					  refer to the upper left corner
 | 
				
			||||||
 | 
					  of the pixel; the center of
 | 
				
			||||||
 | 
					  a 2-width bullet with an
 | 
				
			||||||
 | 
					  upper left corner at 0 is 1,
 | 
				
			||||||
 | 
					  not 0.5.
 | 
				
			||||||
 | 
					* top_off_y, bottom_off_y -
 | 
				
			||||||
 | 
					  also for positioning when
 | 
				
			||||||
 | 
					  firing. positive distance from
 | 
				
			||||||
 | 
					  top or bottom edge to image.
 | 
				
			||||||
 | 
					  top_off_y will usually be 0,
 | 
				
			||||||
 | 
					  bottom_off_y will not be when
 | 
				
			||||||
 | 
					  bullets are smaller than
 | 
				
			||||||
 | 
					  the sprite box.
 | 
				
			||||||
 | 
					* width, height - measured in
 | 
				
			||||||
 | 
					  full sprites (8x8 boxes), not
 | 
				
			||||||
 | 
					  pixels. used for drawing.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					bullets despawn when above or
 | 
				
			||||||
 | 
					below the screen (player or
 | 
				
			||||||
 | 
					enemy bullets, respectively).
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					by default, bullets despawn
 | 
				
			||||||
 | 
					when they hit something.
 | 
				
			||||||
 | 
					override hitship to change this.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					ships
 | 
				
			||||||
 | 
					____
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					ships move by calculating
 | 
				
			||||||
 | 
					momentum, then offsetting their
 | 
				
			||||||
 | 
					position by that momentum, then
 | 
				
			||||||
 | 
					clamping their position to the
 | 
				
			||||||
 | 
					screen (horizontally only for
 | 
				
			||||||
 | 
					ships that autoscroll). ships
 | 
				
			||||||
 | 
					that autoscroll (slip==true)
 | 
				
			||||||
 | 
					then slide down by scrollspeed.
 | 
				
			||||||
 | 
					fractional coordinates are ok.
 | 
				
			||||||
 | 
					after movement, ships lose
 | 
				
			||||||
 | 
					momentum (ship.drag along each
 | 
				
			||||||
 | 
					axis). abs(momentum) can't
 | 
				
			||||||
 | 
					exceed ship.maxspeed.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					ships gain momentum by acting
 | 
				
			||||||
 | 
					like a player pushing buttons.
 | 
				
			||||||
 | 
					the player ship actually reads
 | 
				
			||||||
 | 
					buttons for this.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					act -- returns new acceleration:
 | 
				
			||||||
 | 
					dx, dy, shoot_spec, shoot_main.
 | 
				
			||||||
 | 
					dx and dy are change in momentum
 | 
				
			||||||
 | 
					in px/frame. this is controls
 | 
				
			||||||
 | 
					only -- friction is handled in
 | 
				
			||||||
 | 
					ship:move (`drag` value).
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					ships hitting another ship take
 | 
				
			||||||
 | 
					1 damage per frame of overlap.
 | 
				
			||||||
 | 
					ships hitting a bullet check
 | 
				
			||||||
 | 
					bullet.damage to find out how
 | 
				
			||||||
 | 
					much damage they take. damage
 | 
				
			||||||
 | 
					is applied to shields, then hp.
 | 
				
			||||||
 | 
					damaged ships flash briefly -
 | 
				
			||||||
 | 
					blue (12) if all damage was
 | 
				
			||||||
 | 
					shielded, white (7) if hp was
 | 
				
			||||||
 | 
					damaged. a ship that then has 0
 | 
				
			||||||
 | 
					or less hp calls self:die() and
 | 
				
			||||||
 | 
					tells the main game loop to
 | 
				
			||||||
 | 
					remove it.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					shieldcooldown is the interval
 | 
				
			||||||
 | 
					between restoring shield points.
 | 
				
			||||||
 | 
					shieldpenalty is the delay
 | 
				
			||||||
 | 
					before restoring points after
 | 
				
			||||||
 | 
					any damage, reset to this value
 | 
				
			||||||
 | 
					on every damaging hit (whether
 | 
				
			||||||
 | 
					it is absorbed by the shield or
 | 
				
			||||||
 | 
					not) -- shield behaves like
 | 
				
			||||||
 | 
					halo and other shooters in its
 | 
				
			||||||
 | 
					heritage, where it recovers if
 | 
				
			||||||
 | 
					you avoid damage for a while.
 | 
				
			||||||
 | 
					not that there is any safe cover
 | 
				
			||||||
 | 
					in this kind of game.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					ships do not repair hp on their
 | 
				
			||||||
 | 
					own. negative-damage bullets
 | 
				
			||||||
 | 
					are treated as 0, but a bullet
 | 
				
			||||||
 | 
					can choose to repair the ship
 | 
				
			||||||
 | 
					it hits in its own hitship
 | 
				
			||||||
 | 
					method, or otherwise edit it
 | 
				
			||||||
 | 
					(changing weapons, refilling
 | 
				
			||||||
 | 
					weapon ammo). powerups are
 | 
				
			||||||
 | 
					therefore a kind of bullet.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					levels
 | 
				
			||||||
 | 
					======
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					a level is a table mapping
 | 
				
			||||||
 | 
					effective frame number to
 | 
				
			||||||
 | 
					functions. when a level starts,
 | 
				
			||||||
 | 
					it sets lframe ("level frame")
 | 
				
			||||||
 | 
					and distance to 0.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					every frame, level_frame
 | 
				
			||||||
 | 
					increments lframe by 0x0.0001.
 | 
				
			||||||
 | 
					then if the level is not frozen,
 | 
				
			||||||
 | 
					it increments distance by 1.0
 | 
				
			||||||
 | 
					and runs the function in the
 | 
				
			||||||
 | 
					level table for exactly that
 | 
				
			||||||
 | 
					frame number (if any). distance
 | 
				
			||||||
 | 
					is therefore "nonfrozen frames",
 | 
				
			||||||
 | 
					and is used to trigger level
 | 
				
			||||||
 | 
					progress. lframe always
 | 
				
			||||||
 | 
					increments. ships are encouraged
 | 
				
			||||||
 | 
					to use lframe to control
 | 
				
			||||||
 | 
					animation and movement, and may
 | 
				
			||||||
 | 
					use distance to react to level
 | 
				
			||||||
 | 
					progress separately from overall
 | 
				
			||||||
 | 
					time. remember to multiply
 | 
				
			||||||
 | 
					lframe-related stuff by 0x0001.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					a special sentinel value, eol,
 | 
				
			||||||
 | 
					marks the end of the level.
 | 
				
			||||||
 | 
					(the level engine doesn't know
 | 
				
			||||||
 | 
					when it's out of events, so
 | 
				
			||||||
 | 
					without eol, the level will
 | 
				
			||||||
 | 
					simply have no events forever.)
 | 
				
			||||||
 | 
					when it finds eol, level_frame
 | 
				
			||||||
 | 
					throws away the current level
 | 
				
			||||||
 | 
					and tells the main loop that it
 | 
				
			||||||
 | 
					might be done. the main loop
 | 
				
			||||||
 | 
					agrees the level is over and the
 | 
				
			||||||
 | 
					player has won when the level
 | 
				
			||||||
 | 
					has reached eol and there are
 | 
				
			||||||
 | 
					no more enemy ships, enemy
 | 
				
			||||||
 | 
					bullets, or background events
 | 
				
			||||||
 | 
					remaining. player ships, player
 | 
				
			||||||
 | 
					bullets, and intangibles are
 | 
				
			||||||
 | 
					not counted.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					level freezing
 | 
				
			||||||
 | 
					--------------
 | 
				
			||||||
 | 
					the level is frozen when the
 | 
				
			||||||
 | 
					global value freeze > 0.
 | 
				
			||||||
 | 
					generally, something intending
 | 
				
			||||||
 | 
					to block level progress (a
 | 
				
			||||||
 | 
					miniboss, a minigame, etc.)
 | 
				
			||||||
 | 
					increments freeze and prepares
 | 
				
			||||||
 | 
					some means of decrementing it
 | 
				
			||||||
 | 
					when it no longer wants to block
 | 
				
			||||||
 | 
					level progress.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					most commonly, we want to block
 | 
				
			||||||
 | 
					until some specific ship or
 | 
				
			||||||
 | 
					group of ships has died. for
 | 
				
			||||||
 | 
					these ships, override ship:die
 | 
				
			||||||
 | 
					to decrement freeze. make sure
 | 
				
			||||||
 | 
					to set ship.dead in any new
 | 
				
			||||||
 | 
					ship:die method so anything else
 | 
				
			||||||
 | 
					looking at it can recognize
 | 
				
			||||||
 | 
					the ship as dead.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					for anything else, you probably
 | 
				
			||||||
 | 
					want an event to figure out when
 | 
				
			||||||
 | 
					to unfreeze.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					levels start at 1
 | 
				
			||||||
 | 
					-----------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					distance is initialized to 0
 | 
				
			||||||
 | 
					but gets incremented before the
 | 
				
			||||||
 | 
					first time the engine looks for
 | 
				
			||||||
 | 
					events. therefore, the first
 | 
				
			||||||
 | 
					frame of the level executes
 | 
				
			||||||
 | 
					level[1]. since levelframe
 | 
				
			||||||
 | 
					executes before anything else,
 | 
				
			||||||
 | 
					level[1] sets up the first frame
 | 
				
			||||||
 | 
					drawn in the level. the player
 | 
				
			||||||
 | 
					does not see a blank world
 | 
				
			||||||
 | 
					before level[1] runs.
 | 
				
			||||||
 | 
					level[1] can therefore be used
 | 
				
			||||||
 | 
					to reconfigure the player ship,
 | 
				
			||||||
 | 
					set up backgrounds, start music,
 | 
				
			||||||
 | 
					kick off some kind of fade-in
 | 
				
			||||||
 | 
					animation, etc.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					events
 | 
				
			||||||
 | 
					======
 | 
				
			||||||
 | 
					the global list "events" stores
 | 
				
			||||||
 | 
					0-argument functions which are
 | 
				
			||||||
 | 
					called every frame. if they
 | 
				
			||||||
 | 
					return true, they are removed
 | 
				
			||||||
 | 
					from the list and not run again;
 | 
				
			||||||
 | 
					if they return false, they stay
 | 
				
			||||||
 | 
					and will be called in later
 | 
				
			||||||
 | 
					frames. the level does not end
 | 
				
			||||||
 | 
					while the events table is
 | 
				
			||||||
 | 
					nonempty.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					events are most commonly used
 | 
				
			||||||
 | 
					to set up something for later
 | 
				
			||||||
 | 
					(for example, blip uses an event
 | 
				
			||||||
 | 
					to remove the fx_pallete from
 | 
				
			||||||
 | 
					the flashing ship when the blip
 | 
				
			||||||
 | 
					expires), but can also be used
 | 
				
			||||||
 | 
					to implement a "level within a
 | 
				
			||||||
 | 
					level" that does something
 | 
				
			||||||
 | 
					complicated until it's done. if
 | 
				
			||||||
 | 
					you froze the level when
 | 
				
			||||||
 | 
					creating the event, remember
 | 
				
			||||||
 | 
					to thaw it (freeze -= 1) on all
 | 
				
			||||||
 | 
					paths that return true.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					to do complex stuff in events,
 | 
				
			||||||
 | 
					use a closure or a metatable
 | 
				
			||||||
 | 
					that specifies __call.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					to avoid editing the events
 | 
				
			||||||
 | 
					list while it is being iterated,
 | 
				
			||||||
 | 
					events that create new events
 | 
				
			||||||
 | 
					must add those events to
 | 
				
			||||||
 | 
					new_events rather than events.
 | 
				
			||||||
 | 
					new_events is only valid during
 | 
				
			||||||
 | 
					the "event execution" stage, so
 | 
				
			||||||
 | 
					events created at any other time
 | 
				
			||||||
 | 
					must go directly on events
 | 
				
			||||||
 | 
					without using new_events.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					intangibles
 | 
				
			||||||
 | 
					===========
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					the intangibles_fg and
 | 
				
			||||||
 | 
					intangibles_bg lists contain
 | 
				
			||||||
 | 
					items with :move and :draw.
 | 
				
			||||||
 | 
					like ships and bullets, they
 | 
				
			||||||
 | 
					move during _update60 and
 | 
				
			||||||
 | 
					draw during _draw. they are
 | 
				
			||||||
 | 
					not checked for collisions.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					intangibles_bg moves/draws
 | 
				
			||||||
 | 
					before anything else moves or
 | 
				
			||||||
 | 
					draws. intangibles_fg
 | 
				
			||||||
 | 
					moves/draws last. this controls
 | 
				
			||||||
 | 
					whether your intangible object
 | 
				
			||||||
 | 
					draws in front of or behind
 | 
				
			||||||
 | 
					other stuff. you probably want
 | 
				
			||||||
 | 
					intangibles_bg for decorative
 | 
				
			||||||
 | 
					elements and intangibles_fg
 | 
				
			||||||
 | 
					for explosions, score popups,
 | 
				
			||||||
 | 
					etc.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					there's no scrolling background
 | 
				
			||||||
 | 
					engine but intangibles_bg could
 | 
				
			||||||
 | 
					be used to create one, including
 | 
				
			||||||
 | 
					using the map (otherwise unused
 | 
				
			||||||
 | 
					in this engine) for the purpose.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					intangibles do not prevent the
 | 
				
			||||||
 | 
					level from ending. like bullets
 | 
				
			||||||
 | 
					and ships, if :move returns
 | 
				
			||||||
 | 
					true, they are dropped.
 | 
				
			||||||
							
								
								
									
										501
									
								
								profiling.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										501
									
								
								profiling.p8
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,501 @@
 | 
				
			|||||||
 | 
					pico-8 cartridge // http://www.pico-8.com
 | 
				
			||||||
 | 
					version 42
 | 
				
			||||||
 | 
					__lua__
 | 
				
			||||||
 | 
					-- prof: cpu cycle counter v1.4
 | 
				
			||||||
 | 
					--  BY PANCELOR
 | 
				
			||||||
 | 
					--[[------------------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					use this cart to precisely
 | 
				
			||||||
 | 
					measure code execution time
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					--------------------------------
 | 
				
			||||||
 | 
					         ★ overview ★
 | 
				
			||||||
 | 
					--------------------------------
 | 
				
			||||||
 | 
					| tab 0 | usage guide          |
 | 
				
			||||||
 | 
					| tab 1 | (internals)          |
 | 
				
			||||||
 | 
					| tab 2 | your code here       |
 | 
				
			||||||
 | 
					--------------------------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-----------------------
 | 
				
			||||||
 | 
					-- ★ usage guide ★ --
 | 
				
			||||||
 | 
					-----------------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					웃: i have two code snippets;
 | 
				
			||||||
 | 
					    which one is faster?
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					🐱: edit the last tab with your
 | 
				
			||||||
 | 
					    snippets, then run the cart.
 | 
				
			||||||
 | 
					    it will tell you precisely
 | 
				
			||||||
 | 
					    how much cpu it takes to
 | 
				
			||||||
 | 
					    run each snippet.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    the results are also copied
 | 
				
			||||||
 | 
					    to your clipboard.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					웃: what do the numbers mean?
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					🐱: the cpu cost is reported
 | 
				
			||||||
 | 
					    as lua and system cycle
 | 
				
			||||||
 | 
					    counts. look up stat(1)
 | 
				
			||||||
 | 
					    and stat(2) for more info.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    if you're not sure, just
 | 
				
			||||||
 | 
					    look at the first number.
 | 
				
			||||||
 | 
					    lower is faster (better)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					웃: why "{locals={9}}"
 | 
				
			||||||
 | 
					    in the example?
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					🐱: accessing local variables
 | 
				
			||||||
 | 
					    is faster than global vars.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    so if your test involves
 | 
				
			||||||
 | 
					    local variables, simulate
 | 
				
			||||||
 | 
					    this by passing them in:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					      prof(function(a)
 | 
				
			||||||
 | 
					        sqrt(a)
 | 
				
			||||||
 | 
					      end,{ locals={9} })
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /!\     /!\     /!\     /!\
 | 
				
			||||||
 | 
					    local values from outside
 | 
				
			||||||
 | 
					    the current scope are also
 | 
				
			||||||
 | 
					    slower to access! example:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					      global = 4
 | 
				
			||||||
 | 
					      local outer = 4
 | 
				
			||||||
 | 
					      prof(function(x)
 | 
				
			||||||
 | 
					        local _ = x --fast
 | 
				
			||||||
 | 
					      end,function(x)
 | 
				
			||||||
 | 
					        local _ = outer --slow
 | 
				
			||||||
 | 
					      end,function(x)
 | 
				
			||||||
 | 
					        local _ = global --slow
 | 
				
			||||||
 | 
					      end,{ locals={4} })
 | 
				
			||||||
 | 
					    /!\     /!\     /!\     /!\
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					웃: can i do "prof(myfunc)"?
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					🐱: no, this sometimes gives
 | 
				
			||||||
 | 
					    wrong results! always use
 | 
				
			||||||
 | 
					    inline functions:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					      prof(function()
 | 
				
			||||||
 | 
					        --code for myfunc here
 | 
				
			||||||
 | 
					      end)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    as an example, "prof(sin)"
 | 
				
			||||||
 | 
					    reports "-2" -- wrong! but
 | 
				
			||||||
 | 
					    "prof(function()sin()end)"
 | 
				
			||||||
 | 
					    correctly reports "4"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    (see the technical notes at
 | 
				
			||||||
 | 
					    the start of the next tab
 | 
				
			||||||
 | 
					    for a brief explanation.
 | 
				
			||||||
 | 
					    technically, "prof(myfunc)"
 | 
				
			||||||
 | 
					    will work if myfunc was made
 | 
				
			||||||
 | 
					    by the user, but you will
 | 
				
			||||||
 | 
					    risk confusing yourself)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					---------------
 | 
				
			||||||
 | 
					 ★ method 2 ★
 | 
				
			||||||
 | 
					---------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					this cart is based on
 | 
				
			||||||
 | 
					code by samhocevar:
 | 
				
			||||||
 | 
					https://www.lexaloffle.com/bbs/?pid=60198#p
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					if you do this method, be very
 | 
				
			||||||
 | 
					careful with local/global vars.
 | 
				
			||||||
 | 
					it's very easy to accidentally
 | 
				
			||||||
 | 
					measure the wrong thing.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					here's an example of how to
 | 
				
			||||||
 | 
					measure cycles (ignoring this
 | 
				
			||||||
 | 
					cart and using the old method)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  function _init()
 | 
				
			||||||
 | 
					    local a=11.2 -- locals
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    local n=1024
 | 
				
			||||||
 | 
					    flip()
 | 
				
			||||||
 | 
					    local tot1,sys1=stat(1),stat(2)
 | 
				
			||||||
 | 
					    for i=1,n do   end --calibrate
 | 
				
			||||||
 | 
					    local tot2,sys2=stat(1),stat(2)
 | 
				
			||||||
 | 
					    for i=1,n do local _=sqrt(a) end --measure
 | 
				
			||||||
 | 
					    local tot3,sys3=stat(1),stat(2)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
 | 
				
			||||||
 | 
					    local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
 | 
				
			||||||
 | 
					    local sys = cyc(sys1,sys2,sys3)
 | 
				
			||||||
 | 
					    print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					run this once, see the results,
 | 
				
			||||||
 | 
					then change the "measure" line
 | 
				
			||||||
 | 
					to some other code you want
 | 
				
			||||||
 | 
					to measure.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					note: wrapping the code inside
 | 
				
			||||||
 | 
					"_init()" is required, otherwise
 | 
				
			||||||
 | 
					builtin functions like "sin"
 | 
				
			||||||
 | 
					will be measured wrong.
 | 
				
			||||||
 | 
					(the reason is explained at
 | 
				
			||||||
 | 
					the start of the next tab)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					---------------
 | 
				
			||||||
 | 
					 ★ method 3 ★
 | 
				
			||||||
 | 
					---------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					another way to measure cpu cost
 | 
				
			||||||
 | 
					is to run something like this:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  function _draw()
 | 
				
			||||||
 | 
					    cls(1)
 | 
				
			||||||
 | 
					    local x=9
 | 
				
			||||||
 | 
					    for i=1,1000 do
 | 
				
			||||||
 | 
					      local a=sqrt(x) --snippet1
 | 
				
			||||||
 | 
					  --    local b=x^0.5 --snippet2
 | 
				
			||||||
 | 
					    end
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					while running, press ctrl-p to
 | 
				
			||||||
 | 
					see the performance monitor.
 | 
				
			||||||
 | 
					the middle number shows how much
 | 
				
			||||||
 | 
					of cpu is being used, as a
 | 
				
			||||||
 | 
					fraction. (0.60 = 60% used)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					now, change the comments on the
 | 
				
			||||||
 | 
					two code snippets inside _draw()
 | 
				
			||||||
 | 
					and re-run. compare the new
 | 
				
			||||||
 | 
					result with the old to determine
 | 
				
			||||||
 | 
					which snippet is faster.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					note: every loop iteration costs
 | 
				
			||||||
 | 
					an additional 2 cycles, so the
 | 
				
			||||||
 | 
					ratio of the two fractions will
 | 
				
			||||||
 | 
					not match the ratio of the 
 | 
				
			||||||
 | 
					execution time of the snippets.
 | 
				
			||||||
 | 
					but this method can quickly tell
 | 
				
			||||||
 | 
					you which snippet is faster.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					]]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-->8
 | 
				
			||||||
 | 
					--[[ profiler.lua
 | 
				
			||||||
 | 
					more info: https://www.lexaloffle.com/bbs/?tid=46117
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					usage:
 | 
				
			||||||
 | 
					  prof(function()
 | 
				
			||||||
 | 
					    memcpy(0,0x200,64)
 | 
				
			||||||
 | 
					  end,function()
 | 
				
			||||||
 | 
					    poke4(0,peek4(0x200,16))
 | 
				
			||||||
 | 
					  end)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					passing locals:
 | 
				
			||||||
 | 
					  prof(
 | 
				
			||||||
 | 
					    function(a,b)
 | 
				
			||||||
 | 
					      local c=(a+1)*(b+1)-1
 | 
				
			||||||
 | 
					    end,
 | 
				
			||||||
 | 
					    function(a,b)
 | 
				
			||||||
 | 
					      local c=a*b+a+b
 | 
				
			||||||
 | 
					    end,
 | 
				
			||||||
 | 
					    {locals={3,5}}
 | 
				
			||||||
 | 
					  )
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					getting global/local variables exactly right
 | 
				
			||||||
 | 
					is very tricky; you should always use inline
 | 
				
			||||||
 | 
					functions like above; if you try e.g. prof(sin)
 | 
				
			||||||
 | 
					the results will be wrong.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# minutiae / notes to self:
 | 
				
			||||||
 | 
					---------------------------
 | 
				
			||||||
 | 
					doing this at top-level is awkward:
 | 
				
			||||||
 | 
					  for _=1,n do       end -- calibrate
 | 
				
			||||||
 | 
					  for _=1,n do sin() end -- measure
 | 
				
			||||||
 | 
					b/c sin is secretly local at top-level,
 | 
				
			||||||
 | 
					so it gives a misleading result (3 cycles).
 | 
				
			||||||
 | 
					do it inside _init instead for a
 | 
				
			||||||
 | 
					more representative result (4 cycles).
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					## separate issue:
 | 
				
			||||||
 | 
					------------------
 | 
				
			||||||
 | 
					if you call prof(sin), it gives the wrong result (-2 cycles) because
 | 
				
			||||||
 | 
					it's comparing sin() against noop() (not truly nothing).
 | 
				
			||||||
 | 
					but we want the noop() there for normal inline prof() calls,
 | 
				
			||||||
 | 
					to avoid measuring the cost of the indirection
 | 
				
			||||||
 | 
					(calling func() from inside prof() is irrelevant to
 | 
				
			||||||
 | 
					how cpu-expensive func()'s body is)
 | 
				
			||||||
 | 
					]]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- prof(fn1,fn2,...,fnN,[opts])
 | 
				
			||||||
 | 
					--
 | 
				
			||||||
 | 
					-- opts.locals: values to pass
 | 
				
			||||||
 | 
					-- opts.name: text label
 | 
				
			||||||
 | 
					-- opts.n: number of iterations
 | 
				
			||||||
 | 
					function prof(...)
 | 
				
			||||||
 | 
					  local funcs={...}
 | 
				
			||||||
 | 
					  local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  -- build output string
 | 
				
			||||||
 | 
					  local msg=""
 | 
				
			||||||
 | 
					  local function log(s)
 | 
				
			||||||
 | 
					    msg..=s.."\n"
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  if opts.name then
 | 
				
			||||||
 | 
					    log("prof: "..opts.name)
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					  for fn in all(funcs) do
 | 
				
			||||||
 | 
					    local dat=prof_one(fn,opts)
 | 
				
			||||||
 | 
					    log(sub("  "..dat.total,-3)
 | 
				
			||||||
 | 
					      .." ("
 | 
				
			||||||
 | 
					      ..dat.lua
 | 
				
			||||||
 | 
					      .." lua, "
 | 
				
			||||||
 | 
					      ..dat.sys
 | 
				
			||||||
 | 
					      .." sys)")
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  -- copy to clipboard
 | 
				
			||||||
 | 
					  printh(msg,"@clip")
 | 
				
			||||||
 | 
					  -- print + pause
 | 
				
			||||||
 | 
					  cls()
 | 
				
			||||||
 | 
					  stop(msg)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function prof_one(func, opts)
 | 
				
			||||||
 | 
					  opts = opts or {}
 | 
				
			||||||
 | 
					  local n = opts.n or 0x200 --how many times to call func
 | 
				
			||||||
 | 
					  local locals = opts.locals or {} --locals to pass func
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  -- we want to type
 | 
				
			||||||
 | 
					  --   local m = 0x80_0000/n
 | 
				
			||||||
 | 
					  -- but 8MHz is too large to fit in a pico-8 number,
 | 
				
			||||||
 | 
					  -- so we do (0x80_0000>>16)/(n>>16) instead
 | 
				
			||||||
 | 
					  -- (n is always an integer, so n>>16 won't lose any bits)
 | 
				
			||||||
 | 
					  local m = 0x80/(n>>16)
 | 
				
			||||||
 | 
					  assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
 | 
				
			||||||
 | 
					  local fps = stat(8)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  -- given three timestamps (pre-calibration, middle, post-measurement),
 | 
				
			||||||
 | 
					  --   calculate how many more CPU cycles func() took compared to noop()
 | 
				
			||||||
 | 
					  -- derivation:
 | 
				
			||||||
 | 
					  --   T := ((t2-t1)-(t1-t0))/n (frames)
 | 
				
			||||||
 | 
					  --     this is the extra time for each func call, compared to noop
 | 
				
			||||||
 | 
					  --     this is measured in #-of-frames -- it will be a small fraction for most ops
 | 
				
			||||||
 | 
					  --   F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
 | 
				
			||||||
 | 
					  --     this is just the framerate that the tests run at, not the framerate of your game
 | 
				
			||||||
 | 
					  --   M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
 | 
				
			||||||
 | 
					  --     (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
 | 
				
			||||||
 | 
					  --   cycles := T frames * F seconds/frame * M cycles/second
 | 
				
			||||||
 | 
					  -- optimization / working around pico-8's fixed point numbers:
 | 
				
			||||||
 | 
					  --   T2 := T*n = (t2-t1)-(t1-t0)
 | 
				
			||||||
 | 
					  --   M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
 | 
				
			||||||
 | 
					  --   cycles := T2*M2*F
 | 
				
			||||||
 | 
					  local function cycles(t0,t1,t2)
 | 
				
			||||||
 | 
					    local diff = (t2-t1)-(t1-t0)
 | 
				
			||||||
 | 
					    local e1 = "must use inline functions -- see usage guide"
 | 
				
			||||||
 | 
					    assert(0<=diff,e1)
 | 
				
			||||||
 | 
					    local thresh = 0x7fff.ffff/(m/fps)
 | 
				
			||||||
 | 
					    local e2 = "code is too large or slow -- try profiling manually with stat(1)"
 | 
				
			||||||
 | 
					    assert(diff<=thresh,e2)
 | 
				
			||||||
 | 
					    return diff*(m/fps)
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  local noop = function() end -- this must be local, because func is local
 | 
				
			||||||
 | 
					  flip() --avoid flipping mid-measurement
 | 
				
			||||||
 | 
					  local atot,asys=stat(1),stat(2)
 | 
				
			||||||
 | 
					  for _=1,n do noop(unpack(locals)) end -- calibrate
 | 
				
			||||||
 | 
					  local btot,bsys=stat(1),stat(2)
 | 
				
			||||||
 | 
					  for _=1,n do func(unpack(locals)) end -- measure
 | 
				
			||||||
 | 
					  local ctot,csys=stat(1),stat(2)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  -- gather results
 | 
				
			||||||
 | 
					  local tot=cycles(atot,btot,ctot)
 | 
				
			||||||
 | 
					  local sys=cycles(asys,bsys,csys)
 | 
				
			||||||
 | 
					  return {
 | 
				
			||||||
 | 
					    lua=tot-sys,
 | 
				
			||||||
 | 
					    sys=sys,
 | 
				
			||||||
 | 
					    total=tot,
 | 
				
			||||||
 | 
					  }
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-->8
 | 
				
			||||||
 | 
					-- your code here
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					--edit me:
 | 
				
			||||||
 | 
					prof(function(dx,dy)
 | 
				
			||||||
 | 
					  local d = max(abs(dx),abs(dy))
 | 
				
			||||||
 | 
					  local n = min(abs(dx),abs(dy)) / d
 | 
				
			||||||
 | 
					  return sqrt(n*n + 1) * d
 | 
				
			||||||
 | 
					end,function(dx, dy)
 | 
				
			||||||
 | 
					  local d,n=abs(dx),abs(dy)
 | 
				
			||||||
 | 
					  if (d<n) d,n=n,d
 | 
				
			||||||
 | 
					  n/=d
 | 
				
			||||||
 | 
					  return (n*n + 1)^0.5 * d
 | 
				
			||||||
 | 
					end,function(dx,dy)
 | 
				
			||||||
 | 
					  local d,n=abs(dx),abs(dy)
 | 
				
			||||||
 | 
					  if (d<n) d,n=n,d
 | 
				
			||||||
 | 
					  n/=d
 | 
				
			||||||
 | 
					  return sqrt(n*n + 1) * d
 | 
				
			||||||
 | 
					end,function(dx,dy)
 | 
				
			||||||
 | 
					 local s = sin(atan2(dx,dy))
 | 
				
			||||||
 | 
					 if (s==0) return abs(dx)
 | 
				
			||||||
 | 
					 return abs(dy/s)
 | 
				
			||||||
 | 
					end,{ locals={3,4} })
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- "locals" (optional) are
 | 
				
			||||||
 | 
					-- passed in as args. see the
 | 
				
			||||||
 | 
					-- usage guide for details.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					__label__
 | 
				
			||||||
 | 
					00006660000000006660000000006660000006006000606066600000066060600660060000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00006000060000006060666000006000000060006000606060600600600060606000006000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00006660666000006060000000006660000060006000606066606660666066606660006000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00000060060000006060666000000060000060006000606060600600006000600060006000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00006660000000006660000000006660000006006660066060600000660066606600060000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00006060000000006660000000006060000006006000606066600000066060600660060000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00006060060000006060666000006060000060006000606060600600600060606000006000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00006660666000006060000000006660000060006000606066606660666066606660006000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00000060060000006060666000000060000060006000606060600600006000600060006000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00000060000000006660000000000060000006006660066060600000660066606600060000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
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			||||||
 | 
					__sfx__
 | 
				
			||||||
 | 
					030100003052500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505
 | 
				
			||||||
							
								
								
									
										223
									
								
								rearm_prototype.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										223
									
								
								rearm_prototype.p8
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,223 @@
 | 
				
			|||||||
 | 
					pico-8 cartridge // http://www.pico-8.com
 | 
				
			||||||
 | 
					version 42
 | 
				
			||||||
 | 
					__lua__
 | 
				
			||||||
 | 
					-- vacuum gambit
 | 
				
			||||||
 | 
					-- by kistaro windrider
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- stdlib
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- generate standard "overlay"
 | 
				
			||||||
 | 
					-- constructor for type tt.
 | 
				
			||||||
 | 
					-- if tt.init is defined, generated
 | 
				
			||||||
 | 
					-- new calls tt.init(ret) after
 | 
				
			||||||
 | 
					-- ret is definitely not nil,
 | 
				
			||||||
 | 
					-- before calling setmetatable.
 | 
				
			||||||
 | 
					-- use to initialize mutables.
 | 
				
			||||||
 | 
					--
 | 
				
			||||||
 | 
					-- if there was a previous new,
 | 
				
			||||||
 | 
					-- it is invoked on the new
 | 
				
			||||||
 | 
					-- object *after* more, because
 | 
				
			||||||
 | 
					-- this works better with the
 | 
				
			||||||
 | 
					-- `more` impls i use.
 | 
				
			||||||
 | 
					function mknew(tt)
 | 
				
			||||||
 | 
					 local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
 | 
				
			||||||
 | 
					 tt.new=function(ret)
 | 
				
			||||||
 | 
					  if(not ret) ret = {}
 | 
				
			||||||
 | 
					  if(more) more(ret)
 | 
				
			||||||
 | 
					  if(oldnew) oldnew(ret)
 | 
				
			||||||
 | 
					  setmetatable(ret, mt)
 | 
				
			||||||
 | 
					  return ret
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 return tt
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function easeoutbounce(t)
 | 
				
			||||||
 | 
						local n1=7.5625
 | 
				
			||||||
 | 
						local d1=2.75
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						if (t<1/d1) then
 | 
				
			||||||
 | 
							return n1*t*t;
 | 
				
			||||||
 | 
						elseif(t<2/d1) then
 | 
				
			||||||
 | 
							t-=1.5/d1
 | 
				
			||||||
 | 
							return n1*t*t+.75;
 | 
				
			||||||
 | 
						elseif(t<2.5/d1) then
 | 
				
			||||||
 | 
							t-=2.25/d1
 | 
				
			||||||
 | 
							return n1*t*t+.9375;
 | 
				
			||||||
 | 
						else
 | 
				
			||||||
 | 
							t-=2.625/d1
 | 
				
			||||||
 | 
							return n1*t*t+.984375;
 | 
				
			||||||
 | 
						end
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-->8
 | 
				
			||||||
 | 
					-- entry points
 | 
				
			||||||
 | 
					function _draw()
 | 
				
			||||||
 | 
					 cls()
 | 
				
			||||||
 | 
					 draw_hud_placeholder()
 | 
				
			||||||
 | 
					 left_pane:draw()
 | 
				
			||||||
 | 
					 right_pane:draw()
 | 
				
			||||||
 | 
					 rearm_pane_instance:draw()
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function _init()
 | 
				
			||||||
 | 
					 item=1
 | 
				
			||||||
 | 
					 bfm=1
 | 
				
			||||||
 | 
					 crt_frm = 1
 | 
				
			||||||
 | 
					 left_pane = weapon_pane.new{}
 | 
				
			||||||
 | 
					 right_pane = weapon_pane.new{
 | 
				
			||||||
 | 
					  is_left=false,
 | 
				
			||||||
 | 
					  s = 2,
 | 
				
			||||||
 | 
					  hdr = "vulc",
 | 
				
			||||||
 | 
					  body = "   rate\n\n  faster\n  firing\n   rate",
 | 
				
			||||||
 | 
					  hot = function() return item == 2 end}
 | 
				
			||||||
 | 
					 rearm_pane_instance = rearm_pane.new{hot=function() return item < 0 end}
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function _update60()
 | 
				
			||||||
 | 
					 crt_frm += 0.25
 | 
				
			||||||
 | 
					 if (crt_frm >= 9) crt_frm = 1
 | 
				
			||||||
 | 
					 if (btn(3) and item > 0 or btn(2) and item < 0) item = -item
 | 
				
			||||||
 | 
					 if (btn(0)) item = 1
 | 
				
			||||||
 | 
					 if (btn(1)) item = 2
 | 
				
			||||||
 | 
					 if (btn() & 0xF ~= 0) and bfm >= 10 or bfm >= 30 then
 | 
				
			||||||
 | 
					  bfm = 1
 | 
				
			||||||
 | 
					 else
 | 
				
			||||||
 | 
					  bfm += 1
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					 if btnp(4) then
 | 
				
			||||||
 | 
					  left_pane.pos = -1
 | 
				
			||||||
 | 
					  right_pane.pos = -1
 | 
				
			||||||
 | 
					  rearm_pane_instance.pos = -1
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					 if btnp(5) then 
 | 
				
			||||||
 | 
					  left_pane.pos = 1
 | 
				
			||||||
 | 
					  right_pane.pos = 1
 | 
				
			||||||
 | 
					  rearm_pane_instance.pos = 1
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					 left_pane:update()
 | 
				
			||||||
 | 
					 right_pane:update()
 | 
				
			||||||
 | 
					 rearm_pane_instance:update()
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function draw_hud_placeholder()
 | 
				
			||||||
 | 
					 rectfill(112, 0, 127, 127,0x56)
 | 
				
			||||||
 | 
					 rect(112,0,127,127,7)
 | 
				
			||||||
 | 
					 line(127,1,127,127,5)
 | 
				
			||||||
 | 
					 line(113,127)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-->8
 | 
				
			||||||
 | 
					-- rearm pane drawing
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					crt={-91,-166,-2641,-1441,-23041,23295,-20491,24570}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function glow_box(x0, y0, x1, y1, c, cf)
 | 
				
			||||||
 | 
					 for i,v in ipairs{c[1],c[2],c[1],0} do
 | 
				
			||||||
 | 
					  i -= 1
 | 
				
			||||||
 | 
					  rect(x0+i,y0+i,x1-i,y1-i,v)
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 fillp(crt[crt_frm&0xff])
 | 
				
			||||||
 | 
					 rectfill(x0+4, y0+4, x1-4, y1-4, cf)
 | 
				
			||||||
 | 
					 fillp()
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function frame_col(hot)
 | 
				
			||||||
 | 
					 if (not hot) return {4,10}
 | 
				
			||||||
 | 
					 if (bfm<=16) return {14,7}
 | 
				
			||||||
 | 
					 return {2,8}
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function draw_weap_opt(x, y, c, s, hdr, body)
 | 
				
			||||||
 | 
					 camera(-x,-y)
 | 
				
			||||||
 | 
					 glow_box(0,0,55,100,c,1)
 | 
				
			||||||
 | 
					 spr(s,5, 5)
 | 
				
			||||||
 | 
					 print(hdr, 13, 8, 7)
 | 
				
			||||||
 | 
					 print(body, 5, 15, 6)
 | 
				
			||||||
 | 
					 camera()
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function draw_rearm(c)
 | 
				
			||||||
 | 
					 glow_box(0,101,111,127,c,1)
 | 
				
			||||||
 | 
					 spr(5,15,107,4,2)
 | 
				
			||||||
 | 
					 print("full ammo\nfull shield\n+50% health",54, 106, 6)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-->8
 | 
				
			||||||
 | 
					-- rearm pane objects
 | 
				
			||||||
 | 
					easing_pane = mknew{
 | 
				
			||||||
 | 
					 -- to enter: pos = -1; to exit: pos = 1
 | 
				
			||||||
 | 
					 -- runs for 32 frames in, 16 frames out
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function easing_pane:frac()
 | 
				
			||||||
 | 
					 local pos = self.pos
 | 
				
			||||||
 | 
					 if (not pos) return
 | 
				
			||||||
 | 
					 if (pos < 0) return 1-easeoutbounce(1+pos)
 | 
				
			||||||
 | 
					 if (pos > 0) return (1-pos)*(1-pos)
 | 
				
			||||||
 | 
					 return 0
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function easing_pane:update()
 | 
				
			||||||
 | 
					 local pos = self.pos
 | 
				
			||||||
 | 
					 if (not pos or pos == 0) return
 | 
				
			||||||
 | 
					 if (pos < 0) pos = min(pos + 0x0.05, 0)
 | 
				
			||||||
 | 
					 if pos > 0 then
 | 
				
			||||||
 | 
					  pos -= 0x0.1
 | 
				
			||||||
 | 
					  if (pos <= 0) pos = nil
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 self.pos = pos
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					weapon_pane = mknew(easing_pane.new{
 | 
				
			||||||
 | 
					 is_left = true,
 | 
				
			||||||
 | 
					 s = 1,
 | 
				
			||||||
 | 
					 hdr = "hull",
 | 
				
			||||||
 | 
					 body = "\n    +1\n   max\n  health",
 | 
				
			||||||
 | 
					 hot = function() return item == 1 end,
 | 
				
			||||||
 | 
					})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function weapon_pane:draw()
 | 
				
			||||||
 | 
					 local frac, is_left = self:frac(), self.is_left
 | 
				
			||||||
 | 
					 if (not frac) return
 | 
				
			||||||
 | 
					 camera(
 | 
				
			||||||
 | 
					  frac * (is_left and 55 or -128) + (1-frac) * (is_left and 0 or -56),
 | 
				
			||||||
 | 
					  0)
 | 
				
			||||||
 | 
					 glow_box(0,0,55,100,frame_col(self:hot()),1)
 | 
				
			||||||
 | 
					 spr(self.s,5, 5)
 | 
				
			||||||
 | 
					 print(self.hdr, 13, 8, 7)
 | 
				
			||||||
 | 
					 print(self.body, 5, 15, 6)
 | 
				
			||||||
 | 
					 camera()
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					rearm_pane = mknew(easing_pane.new{})
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function rearm_pane:draw()
 | 
				
			||||||
 | 
					 local frac = self:frac()
 | 
				
			||||||
 | 
					 if (not frac) return
 | 
				
			||||||
 | 
					 camera(0, -28 * frac)
 | 
				
			||||||
 | 
					 glow_box(0,101,111,127,frame_col(self:hot()),1)
 | 
				
			||||||
 | 
					 spr(5,15,107,4,2)
 | 
				
			||||||
 | 
					 print("full ammo\nfull shield\n+50% health",54, 106, 6)
 | 
				
			||||||
 | 
					 camera()
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					__gfx__
 | 
				
			||||||
 | 
					000000000b00000000000a0007700770000aa0000444440004444444000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00000000bba80880000008000aa00aa00a0880a0447777700477777a000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					007007000aaa28780a0000000990099008000080477aaa7a0477aaaa000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					0007000008a8887808000000099009900080080047a0047a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00007000088888820000a000088008800000000047a0447a047a0000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00700700008888200000800008800880a000000a47a4477a047a4440000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					000000000008820000a0000008800880080aa080477777a00477777a000000000000000000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					0000000000002000008000000880088000088000477770000422aaaa222200020000020000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					0d5000000000000000000000000000000000000047a77700022ee0002eeee002e00022e000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					d00000000000000000000000000000000000000047a4777002ea2e002e002e02ee022ee000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					500000000000000000000000000000000000000047a0477a22ea2e002e002e02e2e2e2e000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					000000000000000000000000000000000000000047a0047a2e2222e02e222e02e02e02e000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					000000000000000000000000000000000000000047a0047a2eeeeeea2eeee002e02e02e000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					00000000000000000000000000000000000000000aa000aa2e7aa2ea2e00e002e02e02e000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					0000000000000000000000000000000000000000000000002e0002e02e002e02e02e02e000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
 | 
					0000000000000000000000000000000000000000000000000e0000e00e000e00e00e00e000000000000000000000000000000000000000000000000000000000
 | 
				
			||||||
							
								
								
									
										2487
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							
							
						
						
									
										2487
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							
										
											
												File diff suppressed because it is too large
												Load Diff
											
										
									
								
							
							
								
								
									
										598
									
								
								zotprofiling.p8
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										598
									
								
								zotprofiling.p8
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,598 @@
 | 
				
			|||||||
 | 
					pico-8 cartridge // http://www.pico-8.com
 | 
				
			||||||
 | 
					version 42
 | 
				
			||||||
 | 
					__lua__
 | 
				
			||||||
 | 
					-- prof: cpu cycle counter v1.4
 | 
				
			||||||
 | 
					--  BY PANCELOR
 | 
				
			||||||
 | 
					--[[------------------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					use this cart to precisely
 | 
				
			||||||
 | 
					measure code execution time
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					--------------------------------
 | 
				
			||||||
 | 
					         ★ overview ★
 | 
				
			||||||
 | 
					--------------------------------
 | 
				
			||||||
 | 
					| tab 0 | usage guide          |
 | 
				
			||||||
 | 
					| tab 1 | (internals)          |
 | 
				
			||||||
 | 
					| tab 2 | your code here       |
 | 
				
			||||||
 | 
					--------------------------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-----------------------
 | 
				
			||||||
 | 
					-- ★ usage guide ★ --
 | 
				
			||||||
 | 
					-----------------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					웃: i have two code snippets;
 | 
				
			||||||
 | 
					    which one is faster?
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					🐱: edit the last tab with your
 | 
				
			||||||
 | 
					    snippets, then run the cart.
 | 
				
			||||||
 | 
					    it will tell you precisely
 | 
				
			||||||
 | 
					    how much cpu it takes to
 | 
				
			||||||
 | 
					    run each snippet.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    the results are also copied
 | 
				
			||||||
 | 
					    to your clipboard.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					웃: what do the numbers mean?
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					🐱: the cpu cost is reported
 | 
				
			||||||
 | 
					    as lua and system cycle
 | 
				
			||||||
 | 
					    counts. look up stat(1)
 | 
				
			||||||
 | 
					    and stat(2) for more info.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    if you're not sure, just
 | 
				
			||||||
 | 
					    look at the first number.
 | 
				
			||||||
 | 
					    lower is faster (better)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					웃: why "{locals={9}}"
 | 
				
			||||||
 | 
					    in the example?
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					🐱: accessing local variables
 | 
				
			||||||
 | 
					    is faster than global vars.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    so if your test involves
 | 
				
			||||||
 | 
					    local variables, simulate
 | 
				
			||||||
 | 
					    this by passing them in:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					      prof(function(a)
 | 
				
			||||||
 | 
					        sqrt(a)
 | 
				
			||||||
 | 
					      end,{ locals={9} })
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    /!\     /!\     /!\     /!\
 | 
				
			||||||
 | 
					    local values from outside
 | 
				
			||||||
 | 
					    the current scope are also
 | 
				
			||||||
 | 
					    slower to access! example:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					      global = 4
 | 
				
			||||||
 | 
					      local outer = 4
 | 
				
			||||||
 | 
					      prof(function(x)
 | 
				
			||||||
 | 
					        local _ = x --fast
 | 
				
			||||||
 | 
					      end,function(x)
 | 
				
			||||||
 | 
					        local _ = outer --slow
 | 
				
			||||||
 | 
					      end,function(x)
 | 
				
			||||||
 | 
					        local _ = global --slow
 | 
				
			||||||
 | 
					      end,{ locals={4} })
 | 
				
			||||||
 | 
					    /!\     /!\     /!\     /!\
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					웃: can i do "prof(myfunc)"?
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					🐱: no, this sometimes gives
 | 
				
			||||||
 | 
					    wrong results! always use
 | 
				
			||||||
 | 
					    inline functions:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					      prof(function()
 | 
				
			||||||
 | 
					        --code for myfunc here
 | 
				
			||||||
 | 
					      end)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    as an example, "prof(sin)"
 | 
				
			||||||
 | 
					    reports "-2" -- wrong! but
 | 
				
			||||||
 | 
					    "prof(function()sin()end)"
 | 
				
			||||||
 | 
					    correctly reports "4"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    (see the technical notes at
 | 
				
			||||||
 | 
					    the start of the next tab
 | 
				
			||||||
 | 
					    for a brief explanation.
 | 
				
			||||||
 | 
					    technically, "prof(myfunc)"
 | 
				
			||||||
 | 
					    will work if myfunc was made
 | 
				
			||||||
 | 
					    by the user, but you will
 | 
				
			||||||
 | 
					    risk confusing yourself)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					---------------
 | 
				
			||||||
 | 
					 ★ method 2 ★
 | 
				
			||||||
 | 
					---------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					this cart is based on
 | 
				
			||||||
 | 
					code by samhocevar:
 | 
				
			||||||
 | 
					https://www.lexaloffle.com/bbs/?pid=60198#p
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					if you do this method, be very
 | 
				
			||||||
 | 
					careful with local/global vars.
 | 
				
			||||||
 | 
					it's very easy to accidentally
 | 
				
			||||||
 | 
					measure the wrong thing.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					here's an example of how to
 | 
				
			||||||
 | 
					measure cycles (ignoring this
 | 
				
			||||||
 | 
					cart and using the old method)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  function _init()
 | 
				
			||||||
 | 
					    local a=11.2 -- locals
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    local n=1024
 | 
				
			||||||
 | 
					    flip()
 | 
				
			||||||
 | 
					    local tot1,sys1=stat(1),stat(2)
 | 
				
			||||||
 | 
					    for i=1,n do   end --calibrate
 | 
				
			||||||
 | 
					    local tot2,sys2=stat(1),stat(2)
 | 
				
			||||||
 | 
					    for i=1,n do local _=sqrt(a) end --measure
 | 
				
			||||||
 | 
					    local tot3,sys3=stat(1),stat(2)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    function cyc(t0,t1,t2) return ((t2-t1)-(t1-t0))*128/n*256/stat(8)*256 end
 | 
				
			||||||
 | 
					    local lua = cyc(tot1-sys1,tot2-sys2,tot3-sys3)
 | 
				
			||||||
 | 
					    local sys = cyc(sys1,sys2,sys3)
 | 
				
			||||||
 | 
					    print(lua.."+"..sys.."="..(lua+sys).." (lua+sys)")
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					run this once, see the results,
 | 
				
			||||||
 | 
					then change the "measure" line
 | 
				
			||||||
 | 
					to some other code you want
 | 
				
			||||||
 | 
					to measure.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					note: wrapping the code inside
 | 
				
			||||||
 | 
					"_init()" is required, otherwise
 | 
				
			||||||
 | 
					builtin functions like "sin"
 | 
				
			||||||
 | 
					will be measured wrong.
 | 
				
			||||||
 | 
					(the reason is explained at
 | 
				
			||||||
 | 
					the start of the next tab)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					---------------
 | 
				
			||||||
 | 
					 ★ method 3 ★
 | 
				
			||||||
 | 
					---------------
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					another way to measure cpu cost
 | 
				
			||||||
 | 
					is to run something like this:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  function _draw()
 | 
				
			||||||
 | 
					    cls(1)
 | 
				
			||||||
 | 
					    local x=9
 | 
				
			||||||
 | 
					    for i=1,1000 do
 | 
				
			||||||
 | 
					      local a=sqrt(x) --snippet1
 | 
				
			||||||
 | 
					  --    local b=x^0.5 --snippet2
 | 
				
			||||||
 | 
					    end
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					while running, press ctrl-p to
 | 
				
			||||||
 | 
					see the performance monitor.
 | 
				
			||||||
 | 
					the middle number shows how much
 | 
				
			||||||
 | 
					of cpu is being used, as a
 | 
				
			||||||
 | 
					fraction. (0.60 = 60% used)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					now, change the comments on the
 | 
				
			||||||
 | 
					two code snippets inside _draw()
 | 
				
			||||||
 | 
					and re-run. compare the new
 | 
				
			||||||
 | 
					result with the old to determine
 | 
				
			||||||
 | 
					which snippet is faster.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					note: every loop iteration costs
 | 
				
			||||||
 | 
					an additional 2 cycles, so the
 | 
				
			||||||
 | 
					ratio of the two fractions will
 | 
				
			||||||
 | 
					not match the ratio of the 
 | 
				
			||||||
 | 
					execution time of the snippets.
 | 
				
			||||||
 | 
					but this method can quickly tell
 | 
				
			||||||
 | 
					you which snippet is faster.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					]]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-->8
 | 
				
			||||||
 | 
					--[[ profiler.lua
 | 
				
			||||||
 | 
					more info: https://www.lexaloffle.com/bbs/?tid=46117
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					usage:
 | 
				
			||||||
 | 
					  prof(function()
 | 
				
			||||||
 | 
					    memcpy(0,0x200,64)
 | 
				
			||||||
 | 
					  end,function()
 | 
				
			||||||
 | 
					    poke4(0,peek4(0x200,16))
 | 
				
			||||||
 | 
					  end)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					passing locals:
 | 
				
			||||||
 | 
					  prof(
 | 
				
			||||||
 | 
					    function(a,b)
 | 
				
			||||||
 | 
					      local c=(a+1)*(b+1)-1
 | 
				
			||||||
 | 
					    end,
 | 
				
			||||||
 | 
					    function(a,b)
 | 
				
			||||||
 | 
					      local c=a*b+a+b
 | 
				
			||||||
 | 
					    end,
 | 
				
			||||||
 | 
					    {locals={3,5}}
 | 
				
			||||||
 | 
					  )
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					getting global/local variables exactly right
 | 
				
			||||||
 | 
					is very tricky; you should always use inline
 | 
				
			||||||
 | 
					functions like above; if you try e.g. prof(sin)
 | 
				
			||||||
 | 
					the results will be wrong.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# minutiae / notes to self:
 | 
				
			||||||
 | 
					---------------------------
 | 
				
			||||||
 | 
					doing this at top-level is awkward:
 | 
				
			||||||
 | 
					  for _=1,n do       end -- calibrate
 | 
				
			||||||
 | 
					  for _=1,n do sin() end -- measure
 | 
				
			||||||
 | 
					b/c sin is secretly local at top-level,
 | 
				
			||||||
 | 
					so it gives a misleading result (3 cycles).
 | 
				
			||||||
 | 
					do it inside _init instead for a
 | 
				
			||||||
 | 
					more representative result (4 cycles).
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					## separate issue:
 | 
				
			||||||
 | 
					------------------
 | 
				
			||||||
 | 
					if you call prof(sin), it gives the wrong result (-2 cycles) because
 | 
				
			||||||
 | 
					it's comparing sin() against noop() (not truly nothing).
 | 
				
			||||||
 | 
					but we want the noop() there for normal inline prof() calls,
 | 
				
			||||||
 | 
					to avoid measuring the cost of the indirection
 | 
				
			||||||
 | 
					(calling func() from inside prof() is irrelevant to
 | 
				
			||||||
 | 
					how cpu-expensive func()'s body is)
 | 
				
			||||||
 | 
					]]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- prof(fn1,fn2,...,fnN,[opts])
 | 
				
			||||||
 | 
					--
 | 
				
			||||||
 | 
					-- opts.locals: values to pass
 | 
				
			||||||
 | 
					-- opts.name: text label
 | 
				
			||||||
 | 
					-- opts.n: number of iterations
 | 
				
			||||||
 | 
					function prof(...)
 | 
				
			||||||
 | 
					  cls()
 | 
				
			||||||
 | 
					  local funcs={...}
 | 
				
			||||||
 | 
					  local opts=type(funcs[#funcs])=="table" and deli(funcs) or {}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  -- build output string
 | 
				
			||||||
 | 
					  local msg=""
 | 
				
			||||||
 | 
					  local function log(s)
 | 
				
			||||||
 | 
					    msg..=s.."\n"
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  if opts.name then
 | 
				
			||||||
 | 
					    log("prof: "..opts.name)
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					  for fn in all(funcs) do
 | 
				
			||||||
 | 
					    local dat=prof_one(fn,opts)
 | 
				
			||||||
 | 
					    log(sub("  "..dat.total,-3)
 | 
				
			||||||
 | 
					      .." ("
 | 
				
			||||||
 | 
					      ..dat.lua
 | 
				
			||||||
 | 
					      .." lua, "
 | 
				
			||||||
 | 
					      ..dat.sys
 | 
				
			||||||
 | 
					      .." sys)")
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  -- copy to clipboard
 | 
				
			||||||
 | 
					  printh(msg,"@clip")
 | 
				
			||||||
 | 
					  -- print + pause
 | 
				
			||||||
 | 
					  while btn() == 0 do
 | 
				
			||||||
 | 
					   flip()
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					  color(6)
 | 
				
			||||||
 | 
					  stop(msg)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function prof_one(func, opts)
 | 
				
			||||||
 | 
					  opts = opts or {}
 | 
				
			||||||
 | 
					  local n = opts.n or 0x200 --how many times to call func
 | 
				
			||||||
 | 
					  local locals = opts.locals or {} --locals to pass func
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  -- we want to type
 | 
				
			||||||
 | 
					  --   local m = 0x80_0000/n
 | 
				
			||||||
 | 
					  -- but 8MHz is too large to fit in a pico-8 number,
 | 
				
			||||||
 | 
					  -- so we do (0x80_0000>>16)/(n>>16) instead
 | 
				
			||||||
 | 
					  -- (n is always an integer, so n>>16 won't lose any bits)
 | 
				
			||||||
 | 
					  local m = 0x80/(n>>16)
 | 
				
			||||||
 | 
					  assert(0x80/m << 16 == n, "n is too small") -- make sure m didn't overflow
 | 
				
			||||||
 | 
					  local fps = stat(8)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  -- given three timestamps (pre-calibration, middle, post-measurement),
 | 
				
			||||||
 | 
					  --   calculate how many more CPU cycles func() took compared to noop()
 | 
				
			||||||
 | 
					  -- derivation:
 | 
				
			||||||
 | 
					  --   T := ((t2-t1)-(t1-t0))/n (frames)
 | 
				
			||||||
 | 
					  --     this is the extra time for each func call, compared to noop
 | 
				
			||||||
 | 
					  --     this is measured in #-of-frames -- it will be a small fraction for most ops
 | 
				
			||||||
 | 
					  --   F := 1/30 (seconds/frame) (or 1/60 if this test is running at 60fps)
 | 
				
			||||||
 | 
					  --     this is just the framerate that the tests run at, not the framerate of your game
 | 
				
			||||||
 | 
					  --   M := 256*256*128 = 0x80_0000 = 8MHz (cycles/second)
 | 
				
			||||||
 | 
					  --     (PICO-8 runs at 8MHz; see https://www.lexaloffle.com/dl/docs/pico-8_manual.html#CPU)
 | 
				
			||||||
 | 
					  --   cycles := T frames * F seconds/frame * M cycles/second
 | 
				
			||||||
 | 
					  -- optimization / working around pico-8's fixed point numbers:
 | 
				
			||||||
 | 
					  --   T2 := T*n = (t2-t1)-(t1-t0)
 | 
				
			||||||
 | 
					  --   M2 := M/n = (M>>16)/(n>>16) := m (e.g. when n is 0x1000, m is 0x800)
 | 
				
			||||||
 | 
					  --   cycles := T2*M2*F
 | 
				
			||||||
 | 
					  local function cycles(t0,t1,t2)
 | 
				
			||||||
 | 
					    local diff = (t2-t1)-(t1-t0)
 | 
				
			||||||
 | 
					    local e1 = "must use inline functions -- see usage guide"
 | 
				
			||||||
 | 
					    assert(0<=diff,e1)
 | 
				
			||||||
 | 
					    local thresh = 0x7fff.ffff/(m/fps)
 | 
				
			||||||
 | 
					    local e2 = "code is too large or slow -- try profiling manually with stat(1)"
 | 
				
			||||||
 | 
					    assert(diff<=thresh,e2)
 | 
				
			||||||
 | 
					    return diff*(m/fps)
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  local noop = function() end -- this must be local, because func is local
 | 
				
			||||||
 | 
					  flip() --avoid flipping mid-measurement
 | 
				
			||||||
 | 
					  local atot,asys=stat(1),stat(2)
 | 
				
			||||||
 | 
					  for _=1,n do noop(unpack(locals)) end -- calibrate
 | 
				
			||||||
 | 
					  local btot,bsys=stat(1),stat(2)
 | 
				
			||||||
 | 
					  for _=1,n do func(unpack(locals)) end -- measure
 | 
				
			||||||
 | 
					  local ctot,csys=stat(1),stat(2)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  -- gather results
 | 
				
			||||||
 | 
					  local tot=cycles(atot,btot,ctot)
 | 
				
			||||||
 | 
					  local sys=cycles(asys,bsys,csys)
 | 
				
			||||||
 | 
					  return {
 | 
				
			||||||
 | 
					    lua=tot-sys,
 | 
				
			||||||
 | 
					    sys=sys,
 | 
				
			||||||
 | 
					    total=tot,
 | 
				
			||||||
 | 
					  }
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-->8
 | 
				
			||||||
 | 
					-- your code here
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					--edit me:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function linefill(ax,ay,dx,dy,r,c)
 | 
				
			||||||
 | 
					 if(c) color(c)
 | 
				
			||||||
 | 
					 -- avoid overflow
 | 
				
			||||||
 | 
					 -- credits: https://www.lexaloffle.com/bbs/?tid=28999
 | 
				
			||||||
 | 
					 local d,n = abs(dx),abs(dy)
 | 
				
			||||||
 | 
					 if (d<n) d,n=n,d
 | 
				
			||||||
 | 
					 n/=d
 | 
				
			||||||
 | 
					 d*=sqrt(n*n+1)
 | 
				
			||||||
 | 
					 if(d<0.001) return
 | 
				
			||||||
 | 
					 local ca,sa=dx/d,-dy/d
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					 -- polygon points
 | 
				
			||||||
 | 
					 local s={
 | 
				
			||||||
 | 
					  {0,-r},{d,-r},{d,r},{0,r}
 | 
				
			||||||
 | 
					 }
 | 
				
			||||||
 | 
					 local u,v,spans=s[4][1],s[4][2],{}
 | 
				
			||||||
 | 
					 local x0,y0=ax+u*ca+v*sa,ay-u*sa+v*ca
 | 
				
			||||||
 | 
					 for i=1,4 do
 | 
				
			||||||
 | 
					  local u,v=unpack(s[i])
 | 
				
			||||||
 | 
					  local x1,y1=ax+u*ca+v*sa,ay-u*sa+v*ca
 | 
				
			||||||
 | 
					  local _x1,_y1=x1,y1
 | 
				
			||||||
 | 
					  if(y0>y1) x0,y0,x1,y1=x1,y1,x0,y0
 | 
				
			||||||
 | 
					  local dx=(x1-x0)/(y1-y0)
 | 
				
			||||||
 | 
					  if(y0<0) x0-=y0*dx y0=-1
 | 
				
			||||||
 | 
					  local cy0=y0\1+1
 | 
				
			||||||
 | 
					  -- sub-pix shift
 | 
				
			||||||
 | 
					  x0+=(cy0-y0)*dx
 | 
				
			||||||
 | 
					  for y=y0\1+1,min(y1\1,127) do
 | 
				
			||||||
 | 
					   -- open span?
 | 
				
			||||||
 | 
					   local span=spans[y]
 | 
				
			||||||
 | 
					   if span then
 | 
				
			||||||
 | 
					       rectfill(x0,y,span,y)
 | 
				
			||||||
 | 
					   else
 | 
				
			||||||
 | 
					       spans[y]=x0
 | 
				
			||||||
 | 
					   end
 | 
				
			||||||
 | 
					   x0+=dx
 | 
				
			||||||
 | 
					  end
 | 
				
			||||||
 | 
					  x0,y0=_x1,_y1
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function quickzot(x,y,r,dx,dy,hot,warm,cold)
 | 
				
			||||||
 | 
					 local x0, y0, r2 = x-dx, y-dy, r/2
 | 
				
			||||||
 | 
					 rectfill(x0-0.5-r2, y0-0.5-r2, x0+r2+0.5, y0+r2+0.5, cold)
 | 
				
			||||||
 | 
					 local a = atan2(dx,dy)-0.25
 | 
				
			||||||
 | 
					 local tdx,tdy=cos(a), sin(a)
 | 
				
			||||||
 | 
					 for i=-r*0.65,r*0.65,0.65 do
 | 
				
			||||||
 | 
					  line(x0+i*tdx, y0+i*tdy, x+i*tdx, y+i*tdy, warm)
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 rectfill(x-r2,y-r2,x+r2,y+r2,hot)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function zot(x,y,r,dx,dy,hot,warm,cold)
 | 
				
			||||||
 | 
					 local x0,y0,sdx,sdy=x-dx,y-dy,sgn(dx),sgn(dy)
 | 
				
			||||||
 | 
					 local rx,ry=r*sdx,r*sdy
 | 
				
			||||||
 | 
					 if cold then
 | 
				
			||||||
 | 
					  rectfill(x0-rx,y0-ry,x0+rx,y0+ry,cold)
 | 
				
			||||||
 | 
					  local sdxh,sdyh=sdx/2,sdy/2
 | 
				
			||||||
 | 
					  line(x0-rx-sdxh,y0+ry+sdyh,x-rx,y+ry,cold)
 | 
				
			||||||
 | 
					  line(x0+rx+sdxh,y0-ry-sdyh,x+rx,y-ry,cold)
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 for i=-r,r do
 | 
				
			||||||
 | 
					  line(x0+i*sdx,y0-ry,x+rx,y-i*sdy,warm)
 | 
				
			||||||
 | 
					  line(x0-rx,y0+i*sdy,x-i*sdx,y+ry,warm)
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 for i=-r,r do
 | 
				
			||||||
 | 
					  line(x0,y0,x+rx,y-i*sdy,hot)
 | 
				
			||||||
 | 
					  line(x0,y0,x-i*sdx,y+ry,hot)
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					function respr(x,y,dx,dy,r,s)
 | 
				
			||||||
 | 
					 if (r==0) r=0.5
 | 
				
			||||||
 | 
					 local n=ceil(max(abs(dx),abs(dy))/r/2)
 | 
				
			||||||
 | 
					 local d1x,d1y=dx/n,dy/n
 | 
				
			||||||
 | 
					 r/=4
 | 
				
			||||||
 | 
					 for i=1,n do
 | 
				
			||||||
 | 
					  spr(s,x,y,r,r)
 | 
				
			||||||
 | 
					  x+=d1x
 | 
				
			||||||
 | 
					  y+=d1y
 | 
				
			||||||
 | 
					 end
 | 
				
			||||||
 | 
					 pal()
 | 
				
			||||||
 | 
					 spr(s,x,y,r,r)
 | 
				
			||||||
 | 
					end
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					darkpal = {
 | 
				
			||||||
 | 
					 [7]=4,
 | 
				
			||||||
 | 
					 [9]=2,
 | 
				
			||||||
 | 
					 [10]=4,
 | 
				
			||||||
 | 
					 [8]=2
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					prof(function(dx, dy, r)
 | 
				
			||||||
 | 
					  linefill(32,32,dx,dy,r,10)
 | 
				
			||||||
 | 
					end,function(dx, dy, r)
 | 
				
			||||||
 | 
					  quickzot(96,32,r,dx,dy,10,9,8)
 | 
				
			||||||
 | 
					end,function(dx,dy,r)
 | 
				
			||||||
 | 
					  zot(32,96,r,dx,dy,10,9,8)
 | 
				
			||||||
 | 
					end,function(dx,dy,r)
 | 
				
			||||||
 | 
					  pal(darkpal)
 | 
				
			||||||
 | 
					  respr(96,96,dx,dy,r,r)
 | 
				
			||||||
 | 
					end,{ locals={4,-9,2} })
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					-- "locals" (optional) are
 | 
				
			||||||
 | 
					-- passed in as args. see the
 | 
				
			||||||
 | 
					-- usage guide for details.
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					__gfx__
 | 
				
			||||||
 | 
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					__label__
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					00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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					00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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					00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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					030100003052500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505005050050500505
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		Reference in New Issue
	
	Block a user